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Title: Epic Level Handbook (Dungeons & Dragons Supplement) by Andy Collins, Bruce R. Cordell, Thomas M. Reid ISBN: 0-7869-2658-9 Publisher: Wizards of the Coast Pub. Date: July, 2002 Format: Hardcover Volumes: 1 List Price(USD): $39.95 |
Average Customer Rating: 3.97 (31 reviews)
Rating: 4
Summary: Breaching the 20 barrier
Comment: Now we finally know what's on the other side of the 20th-level wall.
This sourcebook, a mammoth tome if there ever was one, is all about D&D characters after 20th level. It includes character information, new magic, new items, advice on running epic-level games, new monsters, and a new campaign setting designed for epic-level play.
The heart of the book is the character section, detailing all sorts of options for people to try after 20th level. They've looked at classes, core *and* prestige (from DMG), and tried to find patterns to extrapolate from. Those that don't have easily extrapolable abilities get more feats than those that do. It does seem that they try to ignore some things...rogues, for example, get no more special abilities, though that's clearly a pattern starting at 10th level. They also include suggestions on how to advance other prestige classes not in the DMG.
Next, we have epic skills and feats. Well, the epic skill section is a list of new possible checks to make, such as the Balance DC-120 check to walk on a cloud. The epic feats are a mixed bag; some are really cool, others aren't. They do tend to assume that people play in a certain pattern...for example, druids are assumed to focus on shapeshifting, and clerics to focus on positive/negative energy channeling. It's written conservatively, with suggestions that if you want to change something, do so.
Next, we have epic spells and magic items. Epic spells require research and experience to create, and a Spellcraft roll to cast, but are often worth it...like Nailed to the Sky, which puts the target in orbit, or Contingent Resurrection, which resurrects the target if s/he dies. Epic magic items are also interesting; most of the wondrous items and weapons are extrapolations from previous items (i.e. gloves of +12 Str), but the rods and staves are very creative. There are also a few new artifacts, most of which are actually reprints. Interestingly, arcane casters can make items more easily than divine, which may or may not be intended.
Now, the most fun part of the book...monsters! After all, your epic-level character needs something to fight that isn't another character, right? So, now we have official 3e stats for things like the Demilich, the Winter Wight, and the Blackball (aka a high-speed, homing, teleporting sphere of annihilation). There are new monsters, like the colossus (really, really BIG golems), and a variant pseudonatural template (which jacks the CR of a creature up by 10-15 points!). A new type of monster is the abomination, which is the disfigured offspring of a deity and...something else, like the infernal, born from a deific/infernal or abyssal union, or the anaxim, a twisted mechanical creation. These tend to be mean.
Advice for running epic-level games is given, including official sanction of making the PCs pay for overly creative abuse of the Wish spell, but in general encouraging fun. The new setting is an interplanar city, called Union, full of portals and potential adventure. I think they might've gotten better results with Sigil (from Planescape), but Union works too. An introductory adventure is included, and ELH stats for high-level Forgotten Realms and Greyhawk characters are included.
All in all, this is a very good book. You'll need it sometime. However, be aware it tends to be kind of conservative, and that you may wish to jack the power up even more.
Rating: 4
Summary: Not what you may think
Comment: If you're like me, the first thought you have when you see this book is "It's for munchins" - y'know, those folks who pack twenty or so +6 vorpal swords, cast wish by the truckload and slay the Tarrasque by breathing heavily on it.
Well, that's not what the Epic Handbook is about. It's amazing well-balanced and presents information and tools for characters who are the stuff of legends - Hercules, Achilles, Cu Cuchulain, Arthur Pendragon and the like. Not only are there tools to grant PC's some mighty impressive abilities, but there arelong spreads on info about foes to face such legendary heroes and a good section on how to keep it all in perspective and keep the level of power from getting out of hand.
The book certainly isn't for everyone. Characters who attain the levels in this book are mighty powerful compared to what most player's and DM's are used to in a normal campaign. D&D has never attempted to handle such legendary abilities, and it takes a special mindset to accomodate such play. Slapdash use of the rules can quickly bury a campaign, and in truth, most groups burn out before Epic levels are reached.
Still, it can be fun to strap on the Aegis of Athena, take up Excaliber, travel to the City on the Edge of the Abyss and go smite a demilich - if you think you're fool-hardy enough to try...
Rating: 1
Summary: Horrible book
Comment: I thought when I bought it, "great, now I'll play at higher levels." After 20th level, though, the rule really stink. I agreed that the Base Attack Bonus and Save Bonus were very good calls, as I understood the reasoning behind it. However, the spellcast system was awkward and stupid. "[...] does not gain spells after level 20." They stop the process entirely rather than just slow it, but hey, if you research Improved Spell Storage, you get level 10 through whatever spells added to your spell list. Nevermind that spells over level 10 don't have levels, but instead require a huge XP, DC, and material cost to cast. The process would have been better served if you gained new spells from 0-9 level at 1 new spell per every 3 levels and every 6 levels for bards, rangers, and paladins. In fact, I'm going to write that in as a house rule instead.
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Title: Monster Manual II (Dungeons & Dragons Supplement) by Jeff Grubb, Rich Redman, Steve Winter, Ed Bonny ISBN: 0786928735 Publisher: Wizards of the Coast Pub. Date: September, 2002 List Price(USD): $29.95 |
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Title: Book of Vile Darkness (Dungeons & Dragons Supplement) by Monte Cook ISBN: 0786926503 Publisher: Wizards of the Coast Pub. Date: October, 2002 List Price(USD): $32.95 |
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Title: Savage Species: Playing Monstrous Characters (Dungeons & Dragons Supplement) by David Eckelberry, Jennifer Clarke Wilkes, Rich Redman, Sean K Reynolds ISBN: 0786926481 Publisher: Wizards of the Coast Pub. Date: 14 February, 2003 List Price(USD): $29.95 |
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Title: Deities and Demigods (Dungeons & Dragons Supplement) by Rich Redman, James Wyatt, Skip Williams ISBN: 0786926546 Publisher: Wizards of the Coast Pub. Date: April, 2002 List Price(USD): $29.95 |
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Title: Arms and Equipment Guide (Dungeons & Dragons Accessory) by Eric Cagle, Jesse Decker, Jeff Quick, James Wyatt ISBN: 078692649X Publisher: Wizards of the Coast Pub. Date: April, 2003 List Price(USD): $26.95 |
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