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Review: Players Handbook II

Published: 5/24/2006 by RichardM
Its a bumpy ride, but Richard puts together his first review, check out this extensive review of an extensive book giving all kinds of new options and rules for both new and old characters!

The Player’s Handbook II.  When I first saw that this book was coming out, I couldn’t help thinking to myself, “This is just a gimmick, I doubt I’ll get it”.    Obviously, based off of me writing this review, I was wrong. ;)

 

I don’t normally write reviews, but as I have really enjoyed this book, more than many I have bought recently, I decided to give it a go.  Maybe I’ll write more, but I’m not counting on it.

 

Initial Impressions

When I first picked up the book, I flipped through it a bit, didn’t see too much of real interest.  At this point I figured it was like the Unearthed Arcana book, which I bought last year but the Dndorks crew has barely looked at.  A couple classes, some new feats, aha!   Something interesting, looks like they’ve provided alternative class ability choices.

 

Advanced Class Options

I’m a huge fan of the recently introduced racial class levels.  I love the idea that my shifter ranger will be quite different from my elven ranger.  If you imagine D&D as a tree with X number of choices to individualize your character like I do, imagine this very expansive tree doubling itself with this new idea of class alternative abilities. 

 

What kind of new abilities?  Ok, just a few:  Sorcerer’s can give up their familiar to gain the Metamagic Specialist ability.  Metamagic Specialist allows your sorcerer to apply metamagic feats to sorcerer spells without increasing the casing time.  I know Mark (our Army Guard player who likes nuker-types) is looking forward to making use of this ability.  Clerics gain an ability I used for my recently created Elvish cleric: Spontaneous Domain Casting.  SDC allows your cleric to choose to spontaneously cast from one of his domains instead of cure spells, I chose the protection domain.  How often have you wished the cleric had prepared Resist Energy or whatnot when you suddenly face an elemental-based beast.  My cleric doesn’t have to prepare them, he just spontaneously casts.  Of course that hurt my healing ability a bit, so I took a new feat: Sacred Healing.

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