Average customer rating:
- Truly amazing...the Greatest Illustrators work...
- Comics emphasis, plus more famous paintings. Whoa!
- The end of an era
- A fine collection of fantastic images
- Frank Frazetta is leaving a Legacy
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Legacy: Selected Paintings and Drawings by the Grand Master of Fantastic Art, Frank Frazetta
Manufacturer: Underwood Books
ProductGroup: Book
Binding: Hardcover
General | Museums & Collections | Arts & Photography | Subjects | Books
Illustration | Commercial | Graphic Design | Design & Decorative Arts | Arts & Photography | Subjects | Books
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Icon
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ASIN: 1887424490 |
Book Description
Frank Frazetta's paintings and illustrations have set the standard for fantasy artists for the past 50 years. This collection focuses on his influence in a variety of media and genres and on his place in 20th century art history. Coedited by Hugo Award-winning editor Arnie Fenner, it includes many of Frazetta's most memorable paintings as well as revised and previously unpublished works. The art is accompanied by the artist's own observations and commentary by a number of his contemporaries.
Customer Reviews:
Truly amazing...the Greatest Illustrators work..........2005-05-27
Frazetta was an artist with a different style, yet seemed to capture and captivate so many foreign lands of barbarians and beasts...then bring them end gently place them on the table in front of us. From Conan to Tarzan and so much more, this is a great book. I call it a coffee table book because I had a rougher copy that I kept in the living room. Whenever someone came over they would start looking at it. Many couldn't put it down. Then they start realizing they KNOW Franks work...they see Death Dealer, they see the Conan like images, and they're hooked!
The book is full of colorful images and as an artist and writer myself I ofter find myself referring to it. No artist captured a battle scene, or a scene where a person is in the middle of a motion filled movement, like Frank. Leaping hero's weilding swords to scared to death damsells and wench's cowering before a giant god of epic proportions. The book is not just pictures, there is a ton of text talking about Frank, his life, and his LEGACY. A strong recommendation for anyone who likes art, Conan or Tarzan, or illustration in general. Frazetta was the King!
Comics emphasis, plus more famous paintings. Whoa!.......2002-01-15
This is book 2 of a trilogy. This one seems to have more emphasis on his comic book and comic strip work, than what appears in the other two books of the trilogy, "Icon" and "Testament." This one includes an 8-page romance comic book story by Frank, from 1952.
There are also plenty more Tarzan/Burroughs/John Carter of Mars works, and terrific paintings of Savage Pellucidar.
Frank's work for Warren magazines, like Eerie, Creepy, and Vampirella get shown and discussed in this book (and also in the other two books of this series).
All of the different eras and decades of Frank's life and career are discussed and shown, in all three books, but always with different paintings, drawings, personal photos, and different commentary by different friends and business associates.
I would recommend starting with "Icon" if you're new to Frazetta's work, but "Legacy" is a close second, containing the works that he is best known for. "Testament" has a focus on unpublished, never before seen work.
One thing that is surprising in all three of these books is seeing how Frazetta would often paint over his paintings, to improve them and change major elements, after they were originally published. So, many of his paintings look different than the way they were printed on paperback covers in the 1960's and '70's.
I am very pleased with all three of these books, but "Legacy" is my favorite of the three, if I really had to choose.
The end of an era.......2001-08-08
Frank Frazetta is a once in an era painter. He was as much an inspiration to my own large scale figure art as was Michaelangelo. This book is brimming with lush and lavish color reproductions. Frazetta, a true natural and the father of powerful and darkly and richly, colorful, anatomically creative, fantasy art. He has been imitated by dozenz, surpassed by none of them. One would have to go back to the Renaissance to find anyone more free, comfortable and creative in use of anatomy and composition. He would hold his own with the great painters of the past 700 years. This is a great book for artists and art lovers. I bought several for my grandchildren, it will be a valuable collectible in 5-10 years.
A fine collection of fantastic images.......2001-07-23
"Legacy: Selected Drawings & Paintings by Frank Frazetta" brings together many examples from the career of this distinctive artist. The book has been edited by Arnie Fenner and Cathy Fenner, and includes a foreword by Danton Burroughs.
"Legacy" gives examples of Frazetta's covers for books, magazines, and comic books, as well as movie posters and even comedy album covers. Many memorable characters from pop culture are depicted: King Kong, Dracula, Tarzan, etc. I especially liked the illustrations from Edgar Rice Burroughs' Mars books, with their six-limbed Martian apes and tusked, green-skinned warriors.
Some of Frazetta's illustrations are haunting, even melancholy, and others are exciting and action-packed. A sorcerer summoning a demon, a scuba diver facing a sea monster, and of course, voluptuous maidens will be found in this book. In some cases, alternate versions of the same commission are given (making this book especially useful for art students and cultural historians). I recommend this book to those interested in the visual art of the sci-fi, fantasy, and adventure genres.
Frank Frazetta is leaving a Legacy.......2000-06-08
I bought the book ICON at the same time I bought this book. LEGACY has a slightly different tone than the ICON book. It is a wonderful tone and in complete harmony with the other book. It's kind of like two tubes on a wind chime. I use this analogy in hopes that more chimes, I mean books will come along to complete the symphony.
The ink sketches are great too. I'm partial to the full color oil paintings. What colors, what force, what passion jumps from the pages of this book. These Frazetta books are not only a legacy to the artist but to art in our culture. Imagine Frank painting in the same studio as say... N.C. Wyeth; or even Hal Foster of Prince Valiant fame. I wonder how each artist would influence the other. I bet Mr. Frazetta would set the tone.
Once again, you can't go wrong buying this book. To read more remarks about the Frazetta books, please see my review of the book ICON.
Average customer rating:
- Help the Dungeon Master! Please!
- EXCELLENT SERVICE!!!
- DM
- I Have Nothing Bad to Say About this Book
- Good magazine material, poor hardback material
|
Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover
General | Puzzles & Games | Entertainment | Subjects | Books
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ASIN: 0786928891
Release Date: 2003-07-01 |
Book Description
Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the
Dungeons & Dragons roleplaying game.
The revised
Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the
D&D game. The
Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the
Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in
D&D miniatures line.
Customer Reviews:
Help the Dungeon Master! Please!.......2007-08-07
This is a great supplement for the DM. It gives you loads of great information in a clear manner. I really like the way this book is organised, it is quite intuitive. The re-vamp of Magic Items is a great improvement, as well as the introduction of Prestige Classes. My group LOVES prestige classes, maybe a little too much!
Overall if you want to introduce you group to the wonderful world of D&D 3.5 pick up this book plus the Player's Handbook 3.5 and you will find them both clear and easy to read.
EXCELLENT SERVICE!!!.......2007-06-15
Everything was here faster than all other orders and in great shape!!!
DM.......2007-05-25
My boyfriend's birthday was coming up and instead of just getting him a steak dinner and some electronic device, I decided to get him something that was a little more exciting. DM's Guide. He wants to start a game this summer and this is a must so I bought him a couple books and we are on our way. Nothing says I love you and I want to be with you a long time than a Dungeons & Dragons book.
(plus it arrived the next day -it was great)
I Have Nothing Bad to Say About this Book.......2007-05-10
Pros
* Increased detail in the Adventure's section. Encounter charts, for example.
* The inclusion of a section on the planes. While this has little use for those who own Manual of the Planes, it considerably opens up the options to d20 companies.
* Epic Level rules, while simple, open up characters above 20th level to other game designers.
* Many additional prestige classes. While most of these are published elsewhere, their inclusion here (and therefore in the SRD) means that game designers can now include arch mages and duelists (to name two examples) in their d20 products.
* Many great changes in the magic items department. They gave Adamantium a purpose, finally, made certain magical properties effect only the price of an item, not its overall plus. They fixed the price of skill bonus items, as well.
* Inclusion of templates at the back of the book allow for more ease of play, were miniatures are involved.
Cons
I have nothing bad to say about this book.
Good magazine material, poor hardback material.......2007-04-15
Dissapointing is an understatement. There is not a bit of information in this book that would not have been better placed in Dragon magazine. It's useful to some extent, but most players view hardback books as "cannon" and softback as "suggestion" - and everything in this book is in the catagory of suggestion. No DM should be held to anything in the DMG-2. You can agree to adopt some of it's good ideas if you want to, but this is not golden enough to justify the price tag. If you want it, get it used, and don't spend more than $10.
Average customer rating:
- Awesome book!
- Excellent book, sure to capture the young imagination
- Great book like all of the other ones!
- the secrets of merlin
- Wizardology
|
Wizardology: The Book of the Secrets of Merlin (Ologies)
Master Merlin , and
Dugald Steer
Manufacturer: Candlewick
ProductGroup: Book
Binding: Hardcover
Science Fiction, Fantasy, & Magic | Science Fiction, Fantasy, Mystery & Horror | Literature | Children's Books | Subjects | Books
General | Literature | Children's Books | Subjects | Books
General | Ages 9-12 | Children's Books | Subjects | Books
Mystery & Wonders | Science, Nature & How It Works | Children's Books | Subjects | Books
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The Dragonology Handbook: A Practical Course in Dragons (Ologies)
ASIN: 0763628956
Release Date: 2005-09-13 |
Book Description
Aspiring wizards can tune in to the age-old wisdom of Merlin with this dazzling compendium of all things magical — unveiling novelty elements throughout.
For any apprentice determined to learn the arcane arts of wizardry, could there be a better teacher than . . . Merlin himself? Originally discovered in 1588, this remarkable text by history's most respected wizard is revealed to the world for the very first time. Lavishly illustrated by four delicate artists, WIZARDOLOGY's intricate design even conceals a series of hidden symbols that spell out a secret message when their code is deciphered — if the reader is clever enough to find them.
Among WIZARDOLOGY's special features are:
-a glittering crystal ball-like jewel on the front cover
- a world map showing locations of wizards around the globe
- tactile samples of a "fairy flag" with one wish remaining and a phoenix feather to aid in flying charms
- booklets explaining the proper use of spells, familiars, and potions
- a removable dragon pendant allowing the user to dowse for mythical beasts
- a pack of eight removable fortune-tellling cards
- a 48-page mini book of divination on the final spread
Customer Reviews:
Awesome book!.......2007-08-02
These "Ologies" books are great! I even love to look at them. They're crammed full of interesting information and all the little pull out items and 3D trinkets are really cool and engaging. These books keep my kids occupied for good periods of time, and they'll go back and look at them again and again.
Excellent book, sure to capture the young imagination.......2007-07-21
If the saying "don't judge a book by its cover" is true for 90% of books out there, then Wizardology falls into the other 10%. Captivating from first sight and not letting up all the way to the end, this book is just right on so many levels. Consider:
1. Its rich graphics are anything but boring. Elaborate designs, drawings, old-style text font, and drawings make every page rich and colorful.
2. Almost every page has something to touch, pull, or feel. This book engages the kinesthetic learner very well.
3. The author clearly knows what kids like. Wizards, dragons, magic, spells--they're all here.
4. Topics for discussion are everywhere. What does it mean to say yes to Magic and no to Science? Can animals communicate with us in ways we can understand? That's just the tip of the iceberg.
The one caution is that this book contains a lot of big words. However, in my experience, children are so engaged by everything else going on that they really don't stumble over them. Even so, I'd recommend this to about the 4th grade and up. Younger kids might get confused and overwhelmed, which would be a loss, because the actual text is arguably Wizardology's strongest attribute. Also, as some have said, I wouldn't worry about this book convincing kids to start casting spells everywhere or actually believing that Science isn't a good thing. The book's style is clearly presented as fiction, and young people quickly pick up on this.
All in all, I highly recommend this book for the upper elementary student, whether you're a parent, tutor, teacher, or a kid yourself. And it's pretty fun for adults as well.
Great book like all of the other ones!.......2007-07-13
A must have for the fan of the "ology" series!!! My son loves this book and so do I!
the secrets of merlin.......2007-07-04
This book is absolutly beautiful. Full of secret doors and pockets, it keeps you searching for more! a wonderful edition for young and old alike.
Wizardology.......2007-06-28
The book arrived in time. It had a few scratches on the cover by otherwise all was fine.
Average customer rating:
- My second Knight book, but I'm still a fan
- took a while to read it
- A good re-read
- Angela Does it again!
- Master of Dragons: Magical
|
Master of Dragons (Mageverse, Book 8)
Angela Knight
Manufacturer: Berkley
ProductGroup: Book
Binding: Paperback
Science Fiction & Fantasy | Subjects | Books | Authors, A-Z | Books on CD | Books on Cassette | Fantasy | Gaming | Large Print | Media | Science Fiction | Writing
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ASIN: 0425214249 |
Book Description
The last time fairy princess Nineva Morrow engaged in magic, evil forces rendered her an orphan-isolated and incapable of trusting in anyone's survival. But after years of hiding on Earth, she'll use her powers once more-and attract more knights than she can handle
Customer Reviews:
My second Knight book, but I'm still a fan.......2007-09-20
Nineva Morrow is a princess of the sidhe, an avatar to the goddess Semira, and the only thing that stands between the Mageverse and the Dark Ones. Since birth, Nineva has been raised to believe that she will free Semira from an enchanted sword, and that in order to do so she will have to sacrifice herself to a blue dragon. Little did Nineva know that the blue dragon in question, Kel, would turn out to be her soul mate, and that together they would save the Mageverse from certain doom.
Master of Dragons is only my second Angela Knight book, but I'm still a huge fan of her work. Even though this book is number 8 in the Mageverse series, it's the first I've read in this storyline. That being said, there were definitely times when I knew I might have benefited from a little more background, but the story can definitely be read--and enjoyed--without that sort of grounding force. I liked this story, and will be sure to go back and read some of the others.
Nineva was an interesting heroine. She was born to be a martyr and her self-righteousness and determination to free Semira at all costs were both amusing and irritating. I think it took a hero of Kel's protective, arrogant, and strong nature to temper my initial dislike of her. By the time these two finally decided to make things work and combine their forces for the good of the Mageverse, I was feeling better about them both. Master of Dragons took some getting used to for me (but remember it's my first Mageverse book, so I'm probably in the minority), but once I started liking it, I couldn't wait to find out what happened. Read this book if you're in the mood for a romantic sci-fi fantasy story with a couple who is not afraid to kick a little tail.
took a while to read it .......2007-09-06
I usually can read 1 book a day if it's really good. This one took me 4 days. It's not bad, but kinda boring and found myself skipping paragraphs to get through it. I was looking forward to Kel's book but I think he was more interesting in Master of Swords than in this one. I love sex in books but this one got to be a bit much. After about the 5th explicit love scene I just started skipping the sex scenes which is something I never do. It was like, allright already, get on with the story.
A good re-read.......2007-08-16
I have read this book twice since I bought it. The series seems to be getting better and better as she goes along.
Angela Does it again!.......2007-08-13
Once again Angela Knight brings fantasy and a great story together again. This time Kell gets to show us just what he is made of and we were definately not disappointed. The story was exciting, sexy and definately kept my attention through the whole book. Angela shows you the struggle that Kell and Nineva go through to fit in. She brings that life or death struggle that they are going through, yet also give you that sexual tension that they have together. A dragon and a Goddess what a combination and what a story. This is a must read!
Master of Dragons: Magical.......2007-08-09
Ms. Knight once more delivers her magic touch.
Master of Dragons is the first title I've read in the series, but it won't be the last. I plan on buying the rest of the Mageverse series.
Kell is a wonderful hero and Nineva is the perfect heroine for him.
The worldbuilding is seamless, the plot kept me turning the pages.
Bravo, Ms. Knight for a truly wonderful tale of magic and love.
I am never disappointed when I pick up a book by Angela Knight.
Tambra Kendall
Average customer rating:
- DM Guide II
- Useful to Any DM
- New stuff is good
- A decent read, not great
- Good supplement
|
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Jesse Decker ,
David Noonan ,
Chris Thomasson ,
James Jacobs , and
Robin D. Laws
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover
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Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
ASIN: 0786936878
Release Date: 2005-06-23 |
Book Description
A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. The Dungeon Master's Guide II builds upon existing materials in the Dungeon Master's Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.
Customer Reviews:
DM Guide II .......2007-07-23
This book has several good points. It has some new material and a few new things for players and GM's alike. It's one irritating thing is the number of "after you buy the canned game book spend 4 hours reviewing it". It could have had a lot more things to help those of us with a creative mind that like to generate our own worlds. It is, overall, worth the money.
Useful to Any DM.......2007-05-10
All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.
Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."
And there are no prestige classes in this book.
I might weep. I might actually weep.
Anyway. We won't hold that against them. We won't. My review will be objective. Honest.
Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.
So here we are, years later, holding DMG II.
Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better. The bits on how to actually run are pretty blaise, although if your DM routinely shows up surly, sleepy and unwashed you might make him read this book. No, the true genius is the treatment of the different play styles. There was a lot of insight here I've missed over the years. In this section they talk about the different type of players and how to tailor a game for them . . . most importantly, they talk about how to avoid the pitfalls caused by these players. For instance, I've had problems with "Outliers" over the years. These are the players that choose strange class/race combinations, bizarre backgrounds, and seem to set themselves up to fail. An outlier can cause a great deal of trouble in a game if they go out of control at a bad moment. This book gave the simplest advice, to give the outlier the opportunity, a specific set up, to allow him to fail spectacularly early in the session, when it won't hurt anything. By doing this you'll avoid the problem of the character imploding later and taking your plot line with him. It's the simplest advice, but I've missed it for years, and now I know. I'm anxious to put it into use.
Chapter 2 deals with adventures. Now, this was sort of a ho hum chapter for me. When it's useful, I expect it to be very useful, but otherwise I doubt I'll ever look at it. It gives a section on using published adventures that I hope no one needs to read (but if you do, study it. I'm going into business as an e-publisher). It follows this up with some new traps, which are probably the most consistently useful thing in the chapter. Then it moves on to strange locations, such as the tree top city and all the rules necessary for play there. Then it moves onto special encounter rules, such as how to deal with mobs, which again, could be useful. Finally it wraps up with miniature and encounter advice, which was fine.
Chapter 3 deals with building a campaign. Most of the advice is pretty good, but the detailed examples of some medieval environments was truly spot on. I've studied a lot about medieval culture (I'm no expert, but above the gamer layman) and I thought they did a fine job here, especially in examining the fine line between realism and the style of play that is conducive to a good game. You absolutely need to compromise to find the perfect ground between the two, and I loved this book for even trying it. The rest of the chapter treats with general subjects like building a city or magical events and I looked upon it and I called it good.
Chapter 4 outlined the city of Saltmarsh. You know, I could have done without this chapter. I mean it was fine and all, but I thought the locale was a little too evocative of specific images to be as universal as a city in a book like this needed to be. We needed a Homlet, or better yet, a location that doesn't carry the baggage of roleplaying history with it (either good or bad). This chapter just didn't work for me as is. No offence to the writer. I believe this one went astray at conception (and as a game designer, I know the feeling. I've taken the fall for decisions that weren't mine in at least one book.)
Chapter 5 deals with NPCs. Its starts with a treatment of contacts and hirelings, plus a section on unique abilities. Then it hops into my favorite part, the complex NPCs. Lets face it, when you suddenly need a Blackgaurd, you need it now and it's not something you can wing and do it justice. This section gives a nice sampling of these types of difficult-to-improvise characters.
Chapter 6 is the character chapter, it starts with apprentices and mentors and moves on to running a business. Then it hits on teamwork benefits, like those given by special training in Heroes of Battle. I'm still glad these were added into the D&D system and I'm anxious to see more. Then it moves onto prestige classes. Sigh. Now, I was willing to see a few prestige classes in this book, hoping they'd make it into the SRD. Let's face it, only so many people can create versions of the Knight before you're accidently stepping on a half-dozen copyrights. I doubt anyone would sue you over retreading the same ground as everyone else, but we need to stop beating this poor horse. Still, they went a different way. This section is on how to build even more prestige classes. When I read the words, "Why make your own prestige class?" I wanted to find a set of precision needles and stick the one after another into my eyes. Flash forward ten years. "Why did he kill so many people, officer?" "Well, prestige class bloat was bad enough, but then they came out with DMG II. It was the beginning of the end." The chapter wraps up with some stuff on PC organizations.
Finally, the finishes with expanded magic item rules. The book needed this section, and I was happy with it. Of particular note is the section on magical locations which are essentially giant, immobile magic items. These types of locations have worked their way into my campaigns several times over the years. I was happy to see them here.
Overall, I enjoyed this book. I would recommend that everyone who intends to run a game read at least the first chapter. I thought it alone was worth the cover price, and so if you can find a good use for the other material in the book, so much the better. Now I'm going to take a nap an imagine a world where prestige classes are few, balanced, and in some way prestigious.
New stuff is good.......2007-04-26
While this book is not nearly the resource that many of the more staple books are, like the Epic Handbook and PHB2, it is still extremely useful to add more flavor to the campaign. It gives some very good tips to create details and subtlties that make the campaign much more real without seeming narrated to the players. Anyone creating a new campaign could benefit with some of the examples in the Saltmarsh city, novice and veteran players alike.
There are also new and interesting traps, items, and rules that make this book very useful. I havn't read anyone talking about the Teamwork benefits, which are very interesting to me. I intend to implement them into my next campaign, assuming the players want to use any of them. The basic idea is that the group has worked and trained together, so they have studied each other to an extent that you gain special abilities and even feats when certain conditions are met. For example, a character with high Spellcraft and the Evasion ability can teach the rest of your party when to dodge a spell cast by a teammate. This means that the mage can cast fireball right on the fighter wading into melee and he gets to avoid the damage on a reflex save.
The new items, magic locations, and traps have some good ideas behind them, but nothing that a clever DM can't come up with on their own. I'm not saying they are useless, but many are hard to place into a campaign. The magic locations grant the owner specific powers and abilities, but in order for the players to get the location, it almost has to be the entire focus of the campaign. Very few are "side-quest" material, and the majority can take several sessions to get to, capture, find reagents to use them, and defend in order to reap the marginally useful benefits.
Most of the rest of the book is given over to npcs. There is a very large section of sample npcs to use for a fight. Unfortunetly, many aren't optimized, but that doesn't prevent them from being used by a lazy DM that doesn't feel like leveling up every single important npc in case the players fight him. There is also a section on making npcs more distinctive. This can easily be skipped over since DMG1 has a very similar section.
Overall, I have to say there is some interesting material and ideas to make a campaign world more interesting and unique. On the other hand, nothing in this book is game-changing. Useful? yes. Needed in any way? no
A decent read, not great.......2007-02-18
Overall this book contains about 50 pages of useful materials. The rest is really just fluff and made for a beggining gamer/DM who needs ideas for their campaigns.
I would recomend just buying a low level adventure if your starting out as a DM, and save your money on this book as its quite expensive for what you get.
For those who are familiar with the game, there is usefull material in the book on items, treasure charts, etc. Its just a smaller portion of the book.
If you have an extra $35 dollars go for it, it not don't worry your not missing much.
Good supplement.......2006-07-13
This book is a useful supplement for DMs. The new magic item traits and the magical events and locations can really spice up an otherwise stale treasure hoard, and the specialized example NPCs are pretty cool.
While it is by no means necessary (hence it being a supplement), it is not as full of fluff as some of the other d&d 3.5 books out there. Everything in it can be of some use to DMs and players alike.
My one complaint is that WOTC forgot to proofread it before sending it off to the printers. It's chock-full of typos and spelling mistakes (I must say, though, that it's not as bad as the Monster Manual 3.5, which actually has a proofreader named in the credits and yet still manages to come off looking like a rough draft).
Definitely worth getting if you're a DM looking to spice up your game a bit and don't know how/don't have time/can't be bothered to think of ways of doing it yourself. Also useful for new DMs, as it has tips on managing unruly players and the like.
Average customer rating:
- more fun adventures
- Good Series -- Too Slow to Release
- My son loves these books
- Amazing
- Once Again, Great Color with a Hitch
|
Bone Volume 5: Rock Jaw Master of the Eastern Border
Jeff Smith
Manufacturer: GRAPHIX
ProductGroup: Book
Binding: Paperback
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ASIN: 043970636X |
Book Description
In this fifth volume of the BONE saga, Fone and Smiley Bone strike out into the wilderness to return a lost rat creature cub to the mountains. It doesn't take long before they run smack into Rock Jaw, "Master of the Eastern Border," an enormous mountain lion with a none-too-friendly disposition. Life gets even more complicated when they befriend a group of baby animals who are being orphaned by rat creature attacks. Everything comes to a head in an earth-shattering clash between Rock Jaw and Kingdok, the leader of the rat creatures.
Customer Reviews:
more fun adventures.......2007-08-17
The Bone series just gets better with every volume. This volume follows the adventures of Fone and Smiley as they travel to the eastern end of the valley and the difficulties they encounter along the way. As in the previous volumes, the characters are wonderful and fun, and the plot takes many twists and turns, making for great reading. I love Bone!
Good Series -- Too Slow to Release.......2007-05-07
This is an alright series, somewhat enjoyable, but not as exciting as say Harry Potter. But, I have found that it has been a great way to get my kids interested in reading a bedtime story. I want the whole set, but Scholastic really needs to re-evaluate this release schedule of only one every six months. I bet they wind up losing a lot of their early audience that drops off after the first one or two.
My son loves these books.......2007-04-03
My seven-year old literally jumped for joy when we received book 5. He loves these books, and I had great difficulty not reading the entire book to him in one sitting. As it was, he looked at every page of the rest of the book. At bedtime, he went to sleep with the book beside him.
Amazing.......2007-03-11
I go to the bookstore and find a book that looks good by the cover. I enver read it. I am very picky about finding the "perfect" book. And i just found it back in early March of 2007. I was on a band trip [took 3 hours] and my friend pulled out the 3rd Bone series book. I was curious and started to read it. I got a little bit confused because I didnt read the 1st or 2nd one. The coloring is amazing! It must of took forever to make it! It has alot of adventure, and keeps you wondering. I finished the 3rd book [175 paages] before we even got to our destination. I couldnt put it down! It is such an AWSOME book! on March 9th I bought book 4 and 5... I read both of the books in 3 strait hours! I cant wait untill the 6th book comes out so I can start to read it!!! If your kid wants a exciting book.. This is the book for you!
Once Again, Great Color with a Hitch.......2007-02-04
The fifth and middle installment of the Bone series returns to the epic's beginnings, temporarily putting aside the Valley's violent political upheavals for a fast-paced and funny story of Fone Bone and Smiley Bone encountering an assortment of cute talking animals as they try to return a baby rat creature to its home in the mountains. On the way, they run into the opportunistic Rock Jaw, a giant mountain lion, and the two stupid rat creatures, who are still bent on baking Fone Bone into a quiche.
Probably the weakest of the Bone series, Rock Jaw: Master of the Eastern Border is nonetheless exciting and entertaining, and does contribute further development to the story's unfolding mysteries.
Steve Hamaker's coloration is again bright and pleasing, but once again he mixes up the two stupid rat creatures. Physically identical but with distinct personalities, the rats are color-coded (brown and purple) in the color version, but at one point Hamaker switches them, causing some puzzlement.
Average customer rating:
- Great Read
- hmmmmm most interesting
- Great vampire and witch tale
- I hesitate to review this book.
- Loved it!
|
Master of Swords (Mageverse, Book 7)
Angela Knight
Manufacturer: Berkley
ProductGroup: Book
Binding: Paperback
Fantasy, Futuristic & Ghost | Romance | Subjects | Books
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No Rest for the Wicked (The Immortals After Dark, Book 2)
ASIN: 0425209210 |
Book Description
Witch Lark McClure has survived a vicious vampire attack that shook her confidence and left her struggling with feelings of helplessness and fear. The last thing she needs is a partnership with Gawain, a handsome vampire knight who means to seduce her every chance he gets.
Customer Reviews:
Great Read.......2007-09-28
this book was very good, kept my interest through out and was hard to put down. would reccomend to anyone who likes the paranormal
hmmmmm most interesting.......2007-09-06
This book reminded me a lot of Sherilynn Kenyon's books in which the Arthurian legends are modernized. I think Kenyon's books are a lot better though. This story was pretty good. Lark and Gawain make an interesting couple and I liked the story of Kel being inside Gawain's sword...his little sidekick. It makes me look forward to reading Master of Dragons which is Kel's story. Oh boy does this author write some hot hot hot love scenes.
Great vampire and witch tale.......2007-06-27
Definitely worth your time if you like vampires and witches together. May have a little too much of the "romance" flavor for those of us hard-core science fiction fans, but it's still a good read.
I hesitate to review this book........2007-06-04
For many reasons I hesitate to review this book. The thought which turned the tide for me was knowing that there are other people out there in the same situation I found myself in and my review may help someone make a decision.
First off, I did like this book. My preference would probably be a 3.75* rating but it was better than just a 3*. My problem is that there were so many things which I found in this book which I am not accustomed to reading about. This was my first book written by Angela Knight. She has an amazing imagination and is wonderful in her descriptive abilities. I had no problem accepting her science fiction/fantasy universe. I am also still in the "infant" stage for reading science fiction/fantasy/romance. My previous sole ventures into that mix of catagories are the Jayne Castle books. MASTER OF SWORDS was (for me) extremely bloody and gory. I find that I don't like too much of that and this book definitely contained too much for me. To think about it in the abstract is one thing, to have it described over and over and over got to me after a while. Luckily the author had invented a method by which all her heroic characters could be "restored" because they sure did get bloodied a lot. (I was amazed to see that the author "threw away" two well established characters by letting them die. That was a surprise. I kept waiting for some way to be found to bring them back to life.) Also, the sexual encounters seemed excessive to me. Judging by reading other reviews posted here, that will not be a universally appreciated comment. My feeling was that this author knew her established fans expected a prodigious number of sexual encounters and she wanted to fulfill their expectations. If this is the norm in this series of books, it will have to be a factor for consideration in my future purchases. I must admit, I just loved Kel and may have to get MASTER OF DRAGONS just to find out about him. Why do we all like the character Kel so much? Will he be just as likeable after the spell is broken?
I also found it rather jarring to be reading about characters whom I associate with history from long, long ago but to have them speaking in modern terms. That took some getting used to and I never did get completely comfortable with it. And please don't tell me that the action took place in the present, I know that. I'm just saying that I don't usually associate Knights of the Round Table with modern speech patterns. Again, that is my problem and I will use it to weigh the pros and cons of my future purchases.
Overall, a good read. For me, it was too long. Lots of the action was repetitive and redundant and seemed to be there to give Gawain and Lark an excuse to have their energy depleted so that they needed to have sex in order to recharge their powers. But, maybe I missed the point. Perhaps that is, after all, the whole point in the novel being written.
Loved it!.......2007-05-12
This is one of my favorite books!
I got this off a whim I never read Angela Knight's books nor any other from this series, I didn't know there was a series!
But I read this book and it was quite easy follow if you havent read any of the other books, and if you have it doesnt go into long details.
This book was wonderful, I loved Gawain and his swords interaction together and Lark was a wonderful person to compliment them both.
Just a great book full of passion and action and I cant wait to read the book about Kel :)
Average customer rating:
- Silver Master
- Jayne does it again
- Another fun paranormal from Jayne Castle
- Cute Addition to The Harmony Series
- Fun and Creative
|
Silver Master (Ghost Hunters, Book 4)
Jayne Castle
Manufacturer: Jove
ProductGroup: Book
Binding: Paperback
Science Fiction & Fantasy | Subjects | Books | Authors, A-Z | Books on CD | Books on Cassette | Fantasy | Gaming | Large Print | Media | Science Fiction | Writing
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ASIN: 0515143553 |
Book Description
Cadence City matchmaker and para-resonator Celinda Ingram meets her match in security specialist Davis Oakes. On the hunt for the powerful relic that Celinda supposedly bought as a toy for her pet dust bunny, Davis must use all of his unique psychic abilities to try and wrest the ruby red object from the suspicious duo, keep his desire for Celinda in check-and keep them all safe from those who will do anything to possess the relic.
Customer Reviews:
Silver Master.......2007-10-07
This book is part of the very interesting futuristic world, "Harmony", Jayne Castle has created. Reluctantly I must admit, plowing through this book is hard work! I love the characters, I love the story, however, getting to a finish becomes tedious.
Jayne does it again.......2007-10-02
I love Jayne Ann Krentz and her evil twin sisters Amada Quick and Jayne Castle. In her latest book on the world of Harmony she delves into murder and mayhem while the hero and heroine find time to solve the mystery fall in love and come out smelling like roses. I have a great fondness for dustbunnies so this book really hits the spot.
Jayne has a special gift in keeping her audience enthralled, I have a rule never read a book without a happy ending and she does that also. I enjoy her present day, futuristic and historical romances.
I have read everything she has written and some more than once and Silver Master will have a space on my bookshelf to be reread again and again.
Another fun paranormal from Jayne Castle.......2007-09-26
Jayne Castle's paranormals are all good fun if rather more lightweight than many of the others being published today. "Silver Master" returns to the world of Harmony featured in her books "After Dark", "After Glow" and "Ghost Hunter". These books are all a good read and the world Jayne Castle (AKA Jayne Ann Krentz or Amanda Quick) has created is enjoyable enough, if rather internally incongruent. Over time and reading the books I've wondered how on earth such a small group of settlers, marooned 200 years ago on a strange planet, can afford to spend time on archaeology and relic-collecting and museums when presumably they're still fighting for survival. Especially as it seems an awful lot of people are involved in the antiquities trade - rather a luxury good in a difficult and hostile time for the settlers. Anyway, if you suspend disbelief it's great fun.
"Silver Master" introduces yet another type of ghost hunter. With the last book we learned about the blue freaks but our hero in this book, Davis Oakes, works with silver light to kill his ghosts - and it also has a few other strange effects on him. One of these side-effects of silver ghost light means that Davis's fiancée was so shocked that she called off their wedding at the last minute, a wedding arranged by a matchmaking agency. Consequently this rather put him off marriage in general and matchmakers in particular.
Unfortunately Davis finds himself having to consult a matchmaker in his professional capacity as an investigator as Celinda Ingram was known to have purchased an artefact that had been stolen from a powerful man in their city, and the thief had then turned up dead. Celinda's tame dust-bunny runs off with the artefact after she has agreed to give it back and so Davis and Celinda have to spend time together whilst they hope the dust bunny returns the relic. As they learn more about each others' histories they also find that someone else is looking for the relic, someone who is violent and that Celinda isn't safe. Can she be kept safe, both from the person after the relic and from her family's matchmaking expectations?
This is a very easy read although the background information on the world of Harmony isn't as well detailed as in earlier books and so readers new to the series starting here might be occasionally confused. Nevertheless it's good fun to read and although not particularly deep in terms of characterisation, world-building or plot it's inoffensive stuff and will definitely satisfy those who have liked her other books in this series.
Cute Addition to The Harmony Series.......2007-09-26
Silver Master tells the story of matchmaker Celinda Ingram and security specialist Davis Oakes. They're both psychics as is just about everyone on the world of Harmony, and they are trying to figure out the mystery behind what looks to be like a red plastic knob which Celinda's dust bunny Ariminta pestered her into buying, but which turns out to be something far more ancient and powerful. Like the other Harmony books, the author manages to mix suspense and humor in a satisfying way. I also like it that she drops in references to the Arcane Society which she writes extensively about in her historical fiction series as well as her contemporary ones. I like other reviewers absolutely loved the dust bunnies! They added rather than distracted from the story. One word of warning: while each book in this series could stand alone, I think they make much more sense and are more enjoyable when you read them in order.
Fun and Creative.......2007-09-17
All the titles in this series are very similar - "off the charts" psi-powered main characters in a creative, futuristic alternate earth-like world meet, overcome some major threat and fall in love at the same time.
While the storylines aren't that creative, I think the world this author has created is a nice change from all the dark goth settings so popular right now. Don't get me wrong - I love those too - but I do enjoy visiting the much more relaxing world of Harmony every now and then.
Ms. Castle (aka Jayne Ann Krentz aka Amanda Quick) is very good at creating very realistic characters; people who seem much like that guy you met at the office (if perhaps a bit more of a hottie) or remind you of the girl you used to hang out with. Despite their psychic abilities, they are every-people, and I like that about them. I can relate to them and their situations, because even though they are literally out of this world, they still worry about getting to work on time and what they're going to have for breakfast.
A fun, not too deep, not too heavy story with good action, likable characters and sweet romance. Throw in the cute little dust bunnies and it's a happy mix for this reviewer!
Average customer rating:
- The Riftwar continues...
- Good, but not perfect . . .
- Move over Tolkien...
- An even grander journey than the first!
- Good Read
|
Magician: Master (Riftwar Saga)
Raymond Feist
Manufacturer: Spectra
ProductGroup: Book
Binding: Paperback
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Prince of the Blood, 15th Anniversary Edition
ASIN: 0553564935
Release Date: 1993-12-01 |
Book Description
He held the fate of two worlds in his hands...
Once he was an orphan called Pug, apprenticed to a sorcerer of the enchanted land of Midkemia.. Then he was captured and enslaved by the Tsurani, a strange, warlike race of invaders from another world.
There, in the exotic Empire of Kelewan, he earned a new name--Milamber. He learned to tame the unnimagined powers that lay withing him. And he took his place in an ancient struggle against an evil Enemy older than time itself.
Customer Reviews:
The Riftwar continues..........2007-09-24
Magician: Master, is the continuing story of Pug, once a young boy living in rural Crydee, thinking himself unimportant, until one day the Duke's Magician chose him to be his apprentice. Since then Pug has undergone training, and survived a scrape or two. But now, he begins a new training, unexpected training, that will lead him to a path he never dreamed he would take. Meanwhile, the Riftwar is being wages between two worlds that Pug has grown to love.
This book is a very enjoyable read. Feist leads us down paths that we didn't see coming, throwing twists and turns in when you almost don't expect it. These stories are exciting first chapters to the Riftwar saga.
RD Williams, author of 'The Lost Gate'
Good, but not perfect . . . .......2007-07-25
MAGICIAN: MASTER had a number of good elements that I have not seen in fantasy before. I liked the exploration of societal slavery, oriental themes and unique magics.
For the most part the story moves quickly, however, there are broad departures from this fast pace. There is a major side-adventure that adds little to the story. Unfortunately, it drags on for several pages (50+).
Furthermore, the climax and denouement of the book were both uninteresting and long. Like many movies nowadays, this book could have trimmed the length of the tale (by 100 or more pages here) and improved the story. I would have liked to read the original issue of the book: MAGICIAN.
Still, the tempo of MASTER is generally fast-paced. I enjoyed the look into the villain's motives. I also liked the exploration of the villain's society, which struck me as interesting and rare in the fantasy genre.
MAGICIAN: MASTER is a book that fits squarely into the 4-out-of-5 star category. You will enjoy it, but it won't blow you away.
Move over Tolkien..........2007-04-03
You'll have to excuse me if I'm blurring books here. I originally bought one large novel simply called "Magician" back in 1985 - it has since been split into two, the one I'm now reviewing being the second half of my book.
At the time, I found Feist's concept unique, his writing style compelling and his characters colourful and alive. 22 years later, I'm happy to say that I firmly maintain the same beliefs. In my eyes, this book (or now 2 books) firmly places Feist at the top of the fantasy genre, easily surpassing the rather stodgy writing of Tolkien. While this in itself is amazing for a first novel by an unknown author, Feist astounds us again in creating two distinct, vivid worlds complete with histories, cultures, societies.
The story starts out in Midkemia in a typical medeival setting, following primarily two boys - Pug (the magician the title refers to) and Tomas. Pug finds himself apprenticed to the Duke's magician, although something seems to be blocking his progression, mentally speaking. A while later, a strange ship is shipwrecked close to their town of Crydee. Upon closer inspection of what is left before the ship sinks, and a look into a dying soldier's mind, it is discovered that these people aren't merely from another land - they are from another world. The people are Tsurani from the world of Kelewan.
On a journey to warn the king of the potential invasion by these aliens, the boys become separated. Tomas is given some magical armour by a dying dragon in the depths of a mountain (and the armour turns him into a mighty warrior who is more than human). Pug later becomes captured and transported to Kelewan...and is eventually trained as a Great One - a magician of their world.
That is the gist of the 800 page novel. Obviously, there are far more characters, and much more in the way of plot development, but I wouldn't want to bore you with every single detail. Instead, I invite you to step into Feist's worlds...and be prepared to have difficulty putting the book down!
I highly recommend this book, and would dearly love to give it more than 5 stars :)
An even grander journey than the first!.......2006-08-17
As you can infer from the title of this review, I liked this book even better than Magician: Aprrentice, and I enjoyed Apprentice very much, so that's saying something for this one! In this book, we continue the tale of Pug and Tomas, as well as Arutha and the Riftwar. No longer is Pug a young boy from Crydee, but a young adult in Kelewan, where he is held as a slave. He is not alone, however, as a new friend, Laurie, stands by his side. It is in this world that Pug will find his true power.
This book has much more of a darker tone, though not overbearingly or even fully dark. Many of the horrors of war are shown throughout the book, and the characters must deal with them. One thing I liked about this book was that it gave Prince Arutha a much larger role than in the previous book (which I liked him in). He has a much greater responsibility, now, and you are able to see new traits of him show that reflect upon that. Tomas also has responsibility on his shoulders, though it is more grave than anyone can imagine. I like his role even better in this book, as well, because of the sheer emotional impact.
Enough of the characters, however, or I shall get carried away. The story in this book continues on the last one (obviously) and, in my opinion, is nothing short of epic. You literally feel like you are not simply just reading different 'scenes' of the book, but zooming in upon these instances while a living, breathing world continues on. As you read on, you can see that the Riftwar is doing much harm to both worlds. Just like the previous book, however, Feist still manages to give you an occasional breath of hope, never leaving you *entirely* downtrodden or depressed. And, I must say, I REALLY enjoyed the ending to this book (though I can't say anything more due to spoilers).
Now, for the bad, to keep this from being a mindless glowing review. Luckily, there's only one thing which I truly disliked. It is: at times, you may find yourself just a little bored with the conversations that the characters have, for Pug, in numerous places in the book, seems more of a 'political activist' than a magician (though I suppose if you enjoy reading about politics, than this is not a problem). I don't find politics boring, but it almost seems as if Feist is trying to cram this huge political system into one book.
All in all, this is a great book that I deeply enjoyed reading through. It takes you to another place, this novel. And while the conversations can be a little boring, almost jarring you out of your reverie, Feist always manages to keep each chapter interesting in it's own way.
Good Read.......2006-08-06
Raymond E. Feist is my favorite author of all time, probably becuase he just writes well. Yet it seems on part two of his huge book list he gets a little carried away with romance. STILL A GOOD READ.!
Average customer rating:
- Not bad if you can find it under 10 bucks w/ shipping
- Cool, but not necessary
- Never shipped
- Nice, but pricey
- It ain't that bad -- it's actually pretty good
|
Deluxe Dungeon Master's Screen (Dungeon & Dragons Fantasy Roleplaying Accessory)
Wizards of the Coast
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Misc. Supplies
General | Puzzles & Games | Entertainment | Subjects | Books
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ASIN: 0786934220
Release Date: 2004-01-01 |
Book Description
A
Dungeon Master 2-pack that includes both a new
D&D screen and a bonus
d20 Modern screen -- in landscape format with new art.
Useful to anyone running any type of roleplaying campaign, this Deluxe
Dungeon Master Screens 2-pack contains both a
Dungeons & Dragons screen and a bonus screen for the
d20 Modern Roleplaying Game.
The tables on the back of the
Dungeon Master's Screen have been revised and updated to comply with the changes made in the new version 3.5 core rulebooks released in 2003.
Every table includes a page number reference you can use to look up more detailed information. You’ll also find some tables modified specifically for this screen that will help you get the information you need as quickly as possible during play.
Also included is a bonus four-panel screen geared toward the action-packed world of your
d20 Modern campaign. Because both screens fully support the d20 System, they can be used separately or together by an experienced
Dungeon Master or Gamemaster.
Customer Reviews:
Not bad if you can find it under 10 bucks w/ shipping.......2007-05-09
The tables include:
-Equipment hardness/hitpoints
-Substance hardness/hitpoints
-Break/Burst DCs
-Items affected by magical attacks
-Size and AC of objects
-Object hardness/hitpoints
-Wall stats
-Door stats
-Turning undead
-Increase/Decrease weapon damage by size
-Attack roll modifiers
-AC modifiers
-Influencing NPC attitudes
-Missing w/ a thrown weapon figure
-Climb check DCs
-Listen check DCs
-Combat Actions (AoO)
-Concentration Check DCs
-Skills list (Armor check, AoO)
-Ability modifiers
-Movement and Distance
-Hampered movement
-Armored/Encumbered speeds
-Max distance for spot checks
-Detect Magic stats
-Detect Evil stats
-Light sources and illumination
While the list is comprehensive, I was looking for some random encounter tables, oh well. The screen is short and while I didn't think that would be an issue, it is. I'm now paperclipping the D20 Modern screen (which has a few D&D relevant things on it, but not many) on top of the D&D one (they're the same size exactly).
Cool, but not necessary.......2007-04-03
Cool looking, but you could do without them. Nice quick info on inside, but again could do without.
Never shipped.......2007-02-08
We ordered this a month ago. We kept waiting and checking.. not shipped yet. Wait some more, not shipped yet. The item said "usually ships in 1 to 2 weeks" however, in 4 weeks, still "not shipped yet". Recomend if you want this, to buy it somewhere else. We ended up canceling this order and getting it somewhere else. Amazon doesn't know how to ship this particualr item.
Nice, but pricey.......2007-01-12
The charts selected for the inside of the screen are surprisingly useful; basically, they selected a lot of the things that most frequently come into play during a dungeon crawl, but that most people wouldn't bother to learn or remember. Things like various item and material hardnesses, common modifiers to AC, various types of actions and whether they provoke Attacks of Opportunity, skills, movement penaltes, light, and auras for both magic and evil/good. The creators were thoughtful enough to include the book and page number for various charts in case you need to get more info. On the downside, as other reviews mentioned it is surprisingly short for a screen, and pretty high-priced considering what you get. Yeah, yeah; you get a bonus D20 modern screen. Wow. I'd say that seven bucks would be a more reasonable price; five if it didn't come with a D20 modern screen.
It ain't that bad -- it's actually pretty good.......2006-09-22
Generally my opinion is that a screen is a screen is a screen. However, this screen is actually better than most. I like the landscape, 4-panel format because it means I can see and be seen over the screen, while it still hides my map, my notepad and my dice rolls. It also has a better center of gravity since it is lower and wider, which means it almost never falls over, even when struck by a handful of dice or my marauding 18-month old. That is not a claim that most portrait-oriented screens can make.
Is the screen a black-out room and cone of silence rolled into one? Of course not. If you need the full height of the older-styled 11" screens, this one won't work for you. But really, if you are playing with people who can't keep their eyes off the occasional flash of paper behind the DM's screen, don't blame the screen; get new friends.
For my part, the most important part is that WoTC (a company I don't think much of normally) actually gave some thought to what was on the screen. The inside is well thought out, with useful charts and tables easy to hand. Easily the best part is the full listing of all actions, and whether they are free, standard, or movement equivalent, and whether they provoke an Attack of Opportunity or not. The table with hardness ratings for standard items is also useful for those spur-of-the-moment actions when the PCs want to break down a random door, chop that chest open, or split a table in two.
Normally I wouldn't bother to review a screen, but this one has such an unfairly low rating that I almost feel sorry for it. It's a good product; I use it in every session, it keeps the players' eyes off the important stuff, and it's durable enough that even after 2 years of use it's in quite good shape. If for some reason you don't have a screen already, you could do a lot worse than this one.
Books:
- Lords of Madness: The Book of Aberrations (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
- Mark of the Lion : A Voice in the Wind, An Echo in the Darkness, As Sure As the Dawn (Vol 1-3)
- Master of Dragons (Dragonvarld Trilogy, Book 3)
- Merrill Lynch: The Cost Could Be Fatal: My War Against Wall Street's Giant
- Mokole: Changing Breed Book 6 (Werewolf: The Apocalypse)
- No Humans Involved (Women of the Otherworld, Book 7)
- Old Guns and Whispering Ghosts
- Photoshop LAB Color: The Canyon Conundrum and Other Adventures in the Most Powerful Colorspace
- Princess at Sea
- Private Pilot Manual (JS314500)
Books Index
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