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EBERRON: The Forge of War (3.5)
par Joseph M. [Acheteur vérifié] Date Ajoutée: 01/29/2020 10:00:06

Hi, I'm one of the authors of Eberronicon and I'd like to give a review from the perspective of a long time Eberron fan and published author.

Chapter 1 Course of the War 35 pages The primary focus of this chapter is providing a continuous narrative of the war, mixing italicized in-character writing with standard encyclopedia-style history books. This stylistic choice is unfortunately reminiscent of stereotypically dry recounting of war, reflecting mid-20th century writing that is obsessed with the details of logistics and troop counts instead of directing attention to themes and why issues matter. The troop counts feel especially egregious when you realize that they’re distorted by Eberron’s well-documented issues with ridiculously low population numbers given the size and development of the continent.

Furthermore, one of the primary tonal errors in the book comes into focus - painting Thrane and the Church of the Silver Flame as a bunch of reckless zealots. In their effort to undermine the case of a country led by a Lawful Good religion, the authors pull on every ‘90s and ‘00s antitheistic trope to paint Thrane as the bad guys. Quite frankly it’s easier to reframe this chapter as written by an Aundairian historian - correct on the broad outline of the war, but clearly biased in myriad ways.

Chapter 2 A Guide to the Last War 56 pages This chapter is still mostly lore as opposed to 3.5 mechanics, however much of that lore is difficult to use as anything except background for military characters. The best pieces are the “famous and infamous”, as is usually the case for sample NPCs - they double as thematic flavor and adventure hooks.

The weakest part is the section on Thrane, which presents Thrane as your classical medieval crusading army with “poor archers”. The issue here is it completely skips over the Silver Flame’s favored weapon is the longbow, with archery being a common sport amongst the Purified. This miss is felt earlier in the book, as the detailed tactics and army compositions are a focus of chapter one, meaning every battle with Thrane is described as if the only option left to the Thranish armies is a zealous peasant charge. Furthermore, while the text here says that Thranish armies were mostly good and honorable, the rest of the book doesn’t support this, focusing on the zealotry and corruption.

Chapter 3 Heroes of the Last War 28 pages While most of this is player-facing mechanical content for 3.5, the first ten pages are timeless content for how to incorporate the war into a character. Some of the ideas here could even be converted to 5th edition by an enterprising DM, especially from the item selection.

Chapter 4 The Last War Campaign 25 pages This is one of my favorite sections of the book, providing genuinely solid 15 pages of advice on how to run a campaign that takes place during the Last War. It divides them into three categories - historical campaigns, flashbacks, and time travel campaigns. The last ten pages of the section are devoted to half a dozen stat blocks, carrying the 3.5 style of way overcomplicated rules text that takes too much space.

Overall review - 3/5. This is amongst the last books I’d be interested in picking up for an Eberron collection, however it is still an Eberron book that provides lore that can’t be found anywhere else.



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Dungeon Master's Guide (1e)
par Charles W. [Acheteur vérifié] Date Ajoutée: 01/28/2020 10:51:05

I got the POD hardcover and couldn't be happier regarding the quality of the print. As for the book itself, what can I say that hasn't already been said? It's a piece of history that I would say is more than worthy of being played today, but even if it's not your cup of tea, there are still plenty of lessons and inspirations to be taken. Especially here. Even if you have no interest in actually playing 1e, this can be taken as a stand alone reference text that I truthfully found to be more useful in my games than any DMG published since.



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Dungeon Master's Guide (1e)
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Players Handbook (1e)
par Charles W. [Acheteur vérifié] Date Ajoutée: 01/28/2020 10:48:53

I got the POD hardcover and couldn't be happier regarding the quality of the print. As for the book itself, what can I say that hasn't already been said? It's a piece of history that I would say is more than worthy of being played today, but even if it's not your cup of tea, there are still plenty of lessons and inspirations to be taken.



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Players Handbook (1e)
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DDEX3-11 The Quest for Sporedome (5e)
par Christina M. [Acheteur vérifié] Date Ajoutée: 01/27/2020 16:36:19

Really fun and different adventure if you have a solid 4 hours. I ran it in 3.5 with a mixed group (newbies and more experienced players) and had to rush through the end fight. The adventure is clearly written, with choices for the players to make and some good NPCs and villains to fight. It's maybe not one for first time players but would excite anyone who hasn't delved into some of the stranger D&D environments yet. The gas spores are particularly fun, though my players were not overly concerned about the countdown of the illness they had contracted. I didn't find myself having to do a lot of extra work to run this adventure but ymmv depending on what your players want.



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EBERRON Explorer's Handbook (3.5)
par Wil T. [Acheteur vérifié] Date Ajoutée: 01/23/2020 16:12:08

Quality scan with TOC.

I've found the modernity of Eberron and it's pulp adventure aspects has led me to a place where I don't want to handwave travel, or economy. I also don't want to run a "travel agent and/or merchant" simulator for players. These are things I want to know, and determine, so I can give logical options to the table. A fee schedule is not the beating heart of a gaming session, but it helps immersion. The 3.X material provides all of the charts and tables you would need to manage that aspect of your game.

The Explorer's Handbook addresses aspects of adventure travel comprehensively. It is also filled to the brim with set pieces, NPCs, and environmental elements ( travel papers, modes of transit, etc.) that are entirely version independent and easily incorporated into a 5E game. Wayfinder Foundation anyone?



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B2 The Keep on the Borderlands (Basic)
par Gerald U. [Acheteur vérifié] Date Ajoutée: 01/23/2020 13:45:15

A great introductory module to get players into the game. It also provides a convenient base for further adventuring. This module is intended for Original Dungeons & Dragons (OD&D/BECMI) but with miniscule modifications - or even no modifications at all - can be used for AD&D 1st or 2nd Edition.



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B2 The Keep on the Borderlands (Basic)
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One Grung Above (5e)
par Kyle P. [Acheteur vérifié] Date Ajoutée: 01/22/2020 23:06:00

For $6.52 (the converted price to Canadian dollars) you get 4 pages, only the bottom half of the last page having any actual mechanics in it. Fully 50% of this document is the title page and introduction.

This is written for charity, yet there are more complete homebrew races for free on this site.



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One Grung Above (5e)
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B1 In Search of the Unknown (Basic)
par Timothy B. [Testeur star] Date Ajoutée: 01/21/2020 16:20:14

In Search of the Unknown was not the first adventure ever created, it was not even the first TSR adventure ever created. It was though one of the very first adventures I ever encountered and one of the first I ever ran.

The adventure is a great case of both teaching tool for learning DMs (we were all new to this once) and DIY Dungeon. Some areas are detailed, but many are not, leaving room for the neophyte DM to record what monsters and treasure were in each room. There are also a plethora of cliche spawning Dungeon tropes, that were just getting started here. Magic mouths, one-way secret doors, a mysterious creator of the dungeon, or in this case, two, and strange magical artifacts.

This adventure was the perfect learning tool for me at the time since my own version of D&D was a mix of Holmes Basic and the AD&D Monster Manual. This "Basic" introductory module was released before the Basic game, but it moves elegantly between Basic and Advanced that begs you to mix and match your rules systems. Author Mike Carr even gives some guidelines on how to use this adventure with AD&D.

The module is pretty typical for the time. 32 pages of b/w art and text. Detached cover with blue maps printed on the inside of the cover. The first 6 pages are dedicated to running the adventure and how to run this one in particular.

I have used this adventure to start every new campaign I have ever run in D&D, regardless of the edition. The dungeon crawl here is so primal that it calls out to you. A true In Search of the Unknown indeed. The one thing I never did, however, was to investigate more about who Rogahn and Zelligar were and why they left their lair of Castle Quasquenton.

One thing that B1 did give me, in a roundabout way, was my very first witch NPC Marissia. She is in the lower parts of Quasquenton and she is attempting to summon the spirit of her master Zelligar and her father Rogahn.

The adventure has stood the test of time and it is a great combination of flexible dungeon design. Nearly anything can be put into this adventure to raise or lower the difficulty as needed.



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B1 In Search of the Unknown (Basic)
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Fight Fire with Games - Wizards of the Coast [BUNDLE]
par Curse o. S. [Acheteur vérifié] Date Ajoutée: 01/20/2020 11:27:15

Fight Fire with Games Bundle – Wizards of the Coast

While this may not be the most jam-packed of the bundles, this is still a boatload of official Wizards of the Coast goodies at an absolutely ridiculous price!

You’ve got adventures, a dungeon, some adorable and ridiculous races. What more could you want!?

DDIA-MORD Rrakkma (5e) A 9th level adventure with pregenerated Gith characters defending their people against the dreaded Mindflayer invasion! How often do you get to kick Illithid ass-tentacles!?

DDIA-XGE Underworld Speculation An intro Adventure using goodies from Xanathar’s Guide to Everything that brings you to their sewers, so would certainly work on a Dragon Heist game!

Dreams of the Red Wizards: Dead in Thay (D&D Next) A love letter to killer dungeons...sounds like fun.

Locathah Rising (5e) In quite the opposite to the above, this is an adventure of fun, friendship and silliness as pregenerated Localth characters.

One Grung Above (5e) The official unofficial adorable poison-skinned Grung race that’s only for funsies or if you’re DM is cool. Plus the gang from the live event.



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Fight Fire with Games - Wizards of the Coast [BUNDLE]
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The Goblin's Lair (Basic)
par david w. [Acheteur vérifié] Date Ajoutée: 01/19/2020 23:01:34

Well, here it is Jan 2020 and the missing adventure 'Red Hand Trail' is STILL missing. UPDATE THIS!!!!!!!!!!



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The Goblin's Lair (Basic)
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DDEX2-02 Embers of Elmwood (5e)
par Thomas B. [Acheteur vérifié] Date Ajoutée: 01/18/2020 07:41:53

a direct and compelling tale of betrayal. has some rough bits where players must fail for plot reasons, making it somewhat difficult to run, but it is a otherwise solid adventure.



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DDEX2-02 Embers of Elmwood (5e)
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DDEX2-01 City of Danger (5e)
par Thomas B. [Acheteur vérifié] Date Ajoutée: 01/18/2020 07:40:04

Five solid, diverse, simple, interesting tales, permitting players to engage in roleplay, combat, dungeon crawls, and every aspect of D&D. i run this regularly at nearby gameshops.



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Elemental Evil Player’s Companion (5e)
par Luca V. d. g. [Acheteur vérifié] Date Ajoutée: 01/17/2020 21:03:24

its really handy because its free (pdf) and it has the XGE spells and other content which normally costs money



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Deities & Demigods (1e)
par Steven V. [Acheteur vérifié] Date Ajoutée: 01/17/2020 20:48:50

This book is a classic and has tons of great information for use with any D&D campaign -- even modern ones. You would have to change the stat blocks some, I guess, but the write-ups of the gods and goddesses and other creatures as well as the various planes of existence could be taken pretty much as preinted and used for any edition of D&D, or heck any fantasy game.

The scan itself is decent... it's clearly a scan of an old book, but the quality is about as good as one could possibly expect. I was rather pleased with it. Well worth the price.



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Deities & Demigods (1e)
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Hellgate Keep (2e)
par Anthony O. [Acheteur vérifié] Date Ajoutée: 01/17/2020 14:29:57

The Print book was EXCELLENT. I was waiting for it for weeks. The color is rich, the type is, as expected, small and common for books of the time. Get a magnify glass, have a delicious time. I will have to timewarp many of the content which describes events quite before 1470 (current canon as of Baldur's Gate: Descent to Avernus) I got a copy of the Chronomages, yes I know that's mad LET ME LOVE IT! Ahem. Hellgate Keep is a brutal location, details of 17 artifacts that need to be recovered. I'm a fan. Oh, it's box was carried where it was perfect and undamaged. I'm happy.



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Hellgate Keep (2e)
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