The Complete Thief's Handbook: Book Review
Product number 2111, also known as PHBR2, or The Complete
Thief’s Handbook, was the second player’s reference to be released, its
goal was to expand the thief’s class, and this one had its work cut out for it.
It was written by the trio of John Nephew, Carl Sargent, and Douglas Niles, and
was released the first year of the 2nd Edition.
The thief class came with some baggage. The name itself
suggests that one pick pockets and steals from his fellow players, instantly
brings the status of a party down as they are protecting a criminal, and that
the thief engages in behavior that is anti-productive to the cooperative
gameplay which one needs to be a successful party. Indeed, one can play a thief
this way, but it isn’t suggested. Playing this way tends to bring all of the
attention to yourself, which isn’t fair to the other players. So, what the
PHBR2 set out to do was change this, and suggest methods of play which proved
productive to cooperative play.
CHAPTER 1:
Role-Playing Thieves
Today, just like in The Complete Fighter’s Handbook,
a chapter dedicated to role-playing sounds silly, but (especially with this
class), this chapter represents the first step on the journey to making a thief
character playable in a modern sense. Back in the day, it wasn’t rare for
players to play as evil PCs; 2e wanted
to get away from that and transform the game into a more heroic theme in which the
players represent the good guys. The most glaring issue with this “heroic
adventure play” is the thief. He need not be re-written, but he did need to be
rethought. This section said that we can break the mold, and have a richer
experience with the character than just playing it one-dimensionally.
I really got a lot of out this chapter. One can learn the
mechanics from the core books, but Role-Playing was kind of a foreign subject,
and many tables thought that Role-playing was some kind of acting, which it isn’t.
A quick chapter on Role-play was helpful; however, this chapter specifically,
can still be felt at the gaming table today, whenever one decides to roll up a
thief and still play a good guy.
CHAPTER 2:
Proficiencies
This chapter marked a huge change for the game! In the PHB,
proficiencies were listed as supplemental, in The Fighter’s Handbook they were
considered to be Core rules and were better defined, but in the Complete Thief’s
Handbook, we get brand new ones! Now, the PHB and DMG said that you could make
your own NWP as the need arose, but this was the first time that it suggested
new ones. Of course, they weren’t considered to be Core, so you had to ask your
Dungeon Master is he would allow them. For the most part, they were all setting
neutral, and all of them were functional and didn’t allow the player to replace
role-playing with the dice . . . well, there was fast-talking, but that is
still a very specific thing and can be used to enhance a roll that would be
made anyway, unlike some of the 3e skills which replace role-playing entirely.
Some of the added NWP can be added to the general list, and
can be taken by any class for no extra cost; and thief’s are now granted
unrestricted access to some NWP that were formally restricted from them,
however these are all logical additions to a thief’s skill set and made no
sense that they couldn’t take them in the first place.
This chapter alone is worth the price of admission! Most
players who own the book consider this Core and almost a form of Errata.
CHAPTER 3: Thief Kits
I’m not a big fan of the term: Kit. While I like unique
characters, I think that Kits started the trend of changing the language of
D&D, instead of being a thief; players insisted that they were other
things, when they really are just thieves, but that is just a gripe of mine. It
did teach us that we could play characters in different ways, and for this class,
which is highly customable to begin with, it does provide a new player with
some sort of structure that he can follow, and depend on to keep from becoming
a character that you don’t really want to play.
Many of the kits aren’t really for PCs at all, but for DMs
who want to write a descent thief NPC, specialists like fences, spies, and
assassins are listed here, but their playability is rather limited. There are
also a few kits that don’t really belong in the book, such as a recopy of the
Swashbuckler from The Complete Fighter’s Handbook, which depended upon a
high THAC0 to function properly, or the Thug, which would be more appropriately
placed in the Fighter’s Handbook as well, but didn’t make it. Come to think of
it, many of the kits in this book would be better suited to the Fighter Class,
but instead, they are here.
The kit section isn’t totally worthless, when it comes to
true thief kits, this book excels! This section shatters the mold of the “typical”
thief completely, and details kits that help the character maximize their
potential for improving a party in a completely productive way. The thief
requires that min/maxing mentality, but it is the nature of this class. Why
beef up your Pick Pocket skill if you’ll
be focusing more on Move Silently instead?
This book teaches you how to min/max without losing that element of
role-playing.
It also reintroduces classes cut from the PHB; while many
complain that they are under-powered compared to their 1e counter-parts, the DM
can always allow the player to use the 1e version, and it translates well. You
won’t level up as fast as normal 2e characters, but that actually, in my
opinion, is what balances those classic character sub-classes out, but that
really has nothing to do with this book.
CHAPTER 4: Thieves’
Guild
This is another one of those chapters that makes this book
valuable to a DM. The PHB mentions guilds, but it gives no real details other
than stating that a player can start one at higher levels. A few modules also
feature thieves’ guilds, but the DM may not have one of them, and even if he
did, he wouldn’t let the player see it, so a player is kind of left naive about
how the power structure within the guild that he’s supposed to be a part of
works. Well, this chapter fixes that, and it is, to this day, the comprehensive
guide to 2e Thieves’ Guilds. While much of the Complete Handbook series was
later reworked and reprinted into updated formats, this chapter never was, and
it is 39 pages of gold! They did such a good job here, that I am really
surprised that they didn’t cut it out and print a Complete Guild’s Handbook for
DMs, which was a known TSR marketing tactic that irritated us players to no
ends.
Finally, a definitive guide to guilds, how a DM can flesh
them out, how he can DM a Guildmaster PC, how a guild can interact with each
other as well as the cities they exist in, and even how the standard non-thief
guilds function.
CHAPTER 5: Tools of
the Trade
This chapter answers a lot of questions, as its primary goal
is to define what each skill is and what it is not. Just because it is titled Hide in Shadows doesn’t mean that the
user can just disappear in the dark, but he can conceal himself from detection
almost anywhere as well. Picking Pockets
isn’t just picking pockets, but is sleight of hand.
Besides properly defining Thief Skills, it includes equipment
for modifying the skills, making them easier to perform at lower levels, or
ways to modify ones existing equipment to improve it for the class itself, such
as weapon black for shiny swords. Also included here are new magical items
designed especially for the thief class.
Each new item of equipment is fully detailed, and has a new
table for everything on the list, which is helpful. Most of this stuff isn’t
something that a normal character really needs, and some will have the reader scratching their
heads as many of these items provides a really, really advanced level of play
that one may not ever really incorporate, but it still makes one think.
CHAPTER 6: The Arts
of Deception: Classic Cons
This really short chapter, if it can be called that,
suggests some classic ways that a guild makes money from illegal activity,
though some adult themed ways are clearly missing, but those are easy for the
DM to add to their games all by themselves, and it keeps mom happy, because
with a name like The Complete Thief’s Handbook, you know mom is going to
go through that thing with a fine-toothed comb! This also helps keep the book
setting neutral, as it has no idea what time-period or setting that you are using
actually is, which, to me, works in its favor.
CHAPTER 7: New Rules
for Thieves
Neither the PHB nor the DMG were very helpful in regards to
judging thief skills, so this chapter fixes that! It shows the player and the
DM how to modify checks by granting bonuses or handicaps depending upon the
quality of a lock or the nature of a trap. It also adds some cool extras to
help us modify our actions further; say, you want to train a ferret or a monkey
to be a thief, well, now you can!
There is also a rule that players are not allowed access to
the DMG during play, if they want to argue a call, they must use the PHB to
find their evidence, as well as these Complete Handbooks, and this is where it
was decided to put some more information about poisons and their uses into the
players hands, it isn’t much information! But it is enough to give the players
the ability to know a little bit about them.
It also details how armor can interact with skills, as well
as introducing a non-lethal backstab option called Mugging.
CHAPTER 8: The Thief
Campaign
This section is for DMs and provides info on how to better
run a campaign if a thief is present, or even have a completely thief party!
Some of this book is written in a way that turns the thief into a focal
character, and is, in itself, counterproductive to cooperative play. A thief
may want to leave the party and go burglarize an enemies house, this can be
done really quickly, or that player may come in and you can run a 1-on-1 mini
adventure, but who wants to do that? (Well, I always did).
This chapter is full of ideas, not all of them useful to
your campaign, but it is still nice to have them.
At the back of the book, all tables are reprinted; other than a Kit Creation Sheet, it doesn’t
have any photo copy stuff, such as character sheets or a guild creation template, which goes
against it. In my opinion, the one thing that TSR never gave us was a decent
Thief Class Player Sheet, which would have been handy!
OVERVIEW
The book itself is of the same quality as the rest of the
Complete Handbooks; it can put up with normal wear and tear without falling
apart, but it is paperbound. I still own and use my original copy which I had
bought used back in the mid-90’s, the back label has shown signs of wear from
sliding it in and out of the bookshelf, but the binding has held and it can sit
flat on the table and hold your page, which I believe had to be worn into it;
If I remember correctly, when I first got it, the thing wanted to close up on
me all the time.
The value that this book offers is really good! Like I said,
the new NWP are awesome to incorporate into the game, and the section on
Thieves’ Guilds is stuff that you are going to want to have. It wasn’t really
an idiot’s guide to playing the thief class; it offered a true reference book
that players & DMs alike will be using time and time again. Some of this
stuff has been updated into the Player’s Option series, but, in cases where it
was, the original out does it by leaps and bounds, making this the very first
Player’s Reference Book that was actually worth having as it is functional on
all levels of play, from beginner all the way up to the truly advanced.
My original rating for this book, when I picked it up and
first started using it, is an A. My favorite class to play has always been the
thief, and it was this book which taught me how to really embrace the class and
use it to its fullest potential. It changed my perception of what a thief was,
and as a DM I still use this book once in a while. It didn’t introduce us to
role-playing; The Complete Fighter’s Handbook did that; but it did show
us how to modify a PC class into something that is special and unique no matter
how many times you play it.
Tuesday, April 26, 2016 | Labels: pc classes, Reviews | 8 Comments
Game Day Session 3: Prep, prep, prep = Success
Our last game had fallen apart, I had just set up a couple
of underpowered encounters that didn’t work. I think that the natural reaction
to the DM falling flat on his face is to over-prepare, but looking back at
things, I don’t think that I did. We had talked about what we wanted to do, and
I got permission to advance my orc time-line. For myself, since I had failed, I
decided to take the game back to its very roots and run a hex-crawl. I created
maps that I thought that I would need, and of course transferred data from our
main TSR map to a blown up hex grid map. This is actually the first time that I
have done this! A full color overland map? Yes, we were entering the fabulous
world of 1e . . . well, not really, this is exactly what the 2e DMG says to do.
I am used to playing at low to mid level games, and travel is rather limited,
but at high levels this is no longer the case.
The goal that the players have set for themselves is to find
the Orc Mine and shut it down so that the enemy can no longer create arms and
armor. I had ran a mine in the past that wasn’t fully explored, that mine was
simply a nightmare scenario that used the mine more as a back drop or setting,
an in and out kind of deal with horrible creatures that could not be, haunting
the halls; so I had a basic map already done, I just needed to make this mine
functional. I am glad that I had kept my rough draft of the mine, it was drawn
in pencil, so I could erase sections and redraw it in a more functional manner.
The mine map is a bit strange, I have always found those
giant poster maps to be impractical, so I always keep them on 1 page that can
be covered by my screen, else a piece of paper. If I had drawn the place to
scale, it would had gone off the paper, so I tend to draw abstract. Most rooms
are to scale, however the halls and super large rooms are not, I can either
write how long a hall really is on the map itself, and I always put the exact dimensions
in the key. Some places, I really don’t want to map at all! Such as the mine
work area itself, it is massive but it isn’t necessarily something that you
want to actually draw in, first of all,
it takes to long, and the second reason is that running an exact maze is boring
on game day. For those areas, I do draw how special rooms interact with the
rest of the map, but I create the fine details in the key.
It is always a decision if one really needs a map or not.
Many encounters can be ran better and more easily without one, but sometimes
space is important. I decided that I needed one more map; the main entrance for
the Orcs, this place should feature really tight security so I drew up a fort,
and keyed that as well.
I wanted the mine to stretch for miles and miles, with
multiple entrances which I added to my over-world map. I also had to beef up my orcs, so I created
classed orcs of different levels. Spells are my current issue, so I knew that I
needed orc spell casters, to simulate different spell lists I created some
random tables of detailed spell lists that I can quickly roll up as they are
encountered. I have all enemy spell casters the same level, and I can have up
to 4 mages and 2 clerics, this list isn’t as done as I wanted it to be, but I
had so much to do that I just let it go at that. I placed major big baddies where they would
normally hang out, and what they might be doing on my key, and set up the
normal security for the place, which is really high because of all of the slaves
toiling away down there. The population is way to big to list everything, so I
created a random encounter list specifically for the mine.
For the over-world, I created even more Random Encounters
lists! Two standard lists based upon similar land detailed in my Grayhawk
boxset, but I did modify it some, I wanted creatures that really would be
there, and wouldn’t give the players any unintentional red herrings. This list
turned out to be really great! The random scenarios worked smooth and it felt
like the world was really alive. A third Random Encounter list which was only
checked in areas under Orc control was my most advanced list; this one
contained details, and sub-lists to roll which would make the encounter unique
each time. Instead of just having Orc, it had a sub list of scenarios and
activities that they are doing at the time.
A fourth list was just filler. Keywords that weren’t all
combat related, but just something that I could quickly roll against to provide
details about what the party stumbles across while exploring an undetailed hex
space. Typically I make this stuff up, and I still do, but I found that the
little bit of effort that went into typing it up made running the game so much
easier!
I had created a key to places on the overworld map, many of
them didn’t require any real map, I’d just make it up if the players went
there. I had no idea of where they would go, so I just prepped a huge area so
that they could go anywhere and I was ready.
I did modify the village of Halfhap, making it a Halfling community,
with a few productive gnomes mixed in who would trek out in the foothills and
mountains looking for gems. I added a lost gnome village that was only filled
in via the key, I didn’t need a map for it, even though it was an important
place. I didn’t know if the players would find it or not!
In short, I did not create any set piece encounters. No
events . . . oh wait, I did do that. I wanted to know where the major orc
forces would be, so I created a timeline so that I could track their general
movements and activities in case the players stumbled into them. This
was extremely helpful for obvious reasons.
GAME DAY!
Play was, for the most part, one of those nice leisurely
games that are productive. I had enough done so I didn’t feel over-whelmed, and
it allowed me to get my confidence back! The party healed up in Halfhap, and
followed cryptic leads to the lost gnome village of Mallowhep. They are
currently exploring the deep underground passages of the old founder, a
powerful gnome illusionist, whose spells are still active even after he has
long expired.
We did have one exciting happening! I have beefed up my
encounters, and I got to try one. During the night, a couple of trolls sniffed
the party out, and the Ranger (who was on watch) decided to only wake up the Myrmidon
who started the game all beat up from his escape from the mine which took place
in backstory only. I had lied and told the ranger that he only saw 2 really big
orcs, so when the two attacked them, they got the shock of their lives! The
other players rolled to see if they woke up, but everyone failed, so it was 2
trolls vs. 1 full strength ranger and a myrmidon with low hp. The myrmidon was
dishing out some heavy damage, but he was also taking it as well, he ended up
falling. I didn’t kill him because he had started the game in an unfair
disadvantage and we had only been playing for 5 or 10 minutes before this
happened, so I fudged a couple of dice rolls and judged him unconscious and a
prisoner of one of the trolls who picked him up and carried him.
I had also beat the hell out of the Ranger, who wasn’t
dishing out much damage, he was rolling terribly and I was rolling awesome.
Once it was just him vs. 2 very beat up trolls, I covered my map and took down
my screen so everybody could see my rolls. He was able to kill one troll and
get the other to drop his buddy, this troll had 6hp left, and the ranger was
down to 3hp. If he failed, the party was looking at a TPK, and it all hinged on
him winning initiative, and scoring a better than normal attack, because on its
next attack the troll was going to kill him. He ended up just barely winning
initiative, and then rolled a 20. His first damage dice was just a 1, but his
second, which had to be at least a 5 was successful as well.
Afterwards we discussed if I had gone too far, but the
player who played the Ranger said that the encounter was perfect. Even if he
had lost, it was because of his own errors. He thought that I handled it
fairly, granting unconsciousness to the myrmidon, and pointed out that the
encounter would had been a different story if he would had woken everybody up
like he should had.
And, one more technical note, before closing. I didn’t want
to waste time rolling up monster hp, so instead I decided low, med, or high and
just used averages. This kept the game flow going and saved a ton of time! We
all had fun.
Monday, April 18, 2016 | Labels: encounters, Ripper's Gaming Sessions | 9 Comments
Monster Compendiums Vol. 1 & 2 Review
Product 2102 and 2103 were the original Monstrous
Compendiums. The most interesting thing about them was the way that they were
bound. Original AD&D had accrued 3
books of monsters: Monster Manuals I & II, and the Fiend Folio;
and, since the original point behind 2e was to cut down on the books needed to
play the game, and because TSR was adding new ones all the time, the Monsters
presented a problem! There has always been a big demand for new monsters, so it
was decided that instead of a typical book, TSR would sell a binder, and all of
the monsters would be printed on loose-leaf paper. This way, one could build
their own Monster collection, and each time you bought a module or additional compendiums, you could keep
the monster in the binder. It sounds like a great idea! I’m not sure why this
system was replaced, perhaps because users lost entries, or because the binders
fell apart, I honestly don’t know as I have never owned this specific product.
However, I have bought loose leaf, setting specific products such as the Ravenloft
Compendium I & II which I simply put into a cheap folder-binder and
keep it in book form.
Since I have never owned the product itself, I have no idea
what specifically is in there, so I won’t comment on that; however, I will say
that monster presentation was done a lot better for the 2e publishing. Each monster
got its own page or pages with very few exceptions. Each monster got a black
and white image of the basic creature, if a modified version of the creature
was created, then this was listed as well.
For the most part, stats were kept the same with very little changes. One could easily still use their 1e monsters as is, or could modify them to 2e specifically, by comparing them to the other monsters with very little difficulty.
What was improved in 2e, were that the descriptions of the
creatures were dramatically expanded. Since each creature had its very own
page, they used the space wisely by listing how a creature attacks, and defends
its self, what it looks like, where it came from, and how it lives. This stuff, despite being just a gaming
manual, was fun to read all on its own! Humanoid
societies were cleanly listed so that one can quickly create tribes and unique
NPCs, and the DM gets to do all of the fun stuff! Each entry is like brain
candy, and it contained all of the monsters that made D&D unique from its competitors.
It wasn’t just what modern players call “Crunch”, it contained a lot of “Fluff”,
which us 2e’s LOVE, but fluff was also something that was severely needed at
the time. The monster listings were written in such a way that it was more helpful
to the DM than it was bossy; it told you a creature’s general INT, but it left
the stats open for interpretation unless they were specific, such as the strength
given to Giants. What this did was give the DM the ability to take quick notes
down, and be able to run the entire adventure session just from those quick
stat blocks.
If one read the entries, it gave clues about what you can do
to run the scenario, but it didn’t enforce them. Modifying all of the monsters
wouldn’t affect the system, and creating your own monsters was simple to
master!
This product was ultimately replaced 3 years later by the
hardbound Monstrous Manual which was a sampling of entries found in all
of the Compendiums printed before it; I had always assumed that it did contain
all of the entries in Monster Compendium I & II, as these are the
basic monsters which all others that came later were based upon, but since I
don’t own the actual product, I can’t tell you if that is an accurate statement
or not; maybe one of the collectors out there could be so kind as to confirm or
correct this statement?
Overall, I wish that they would have kept this method. The
monster products published between 1989 and 1992 used this loose leaf method,
and the products themselves were more affordable because of it. Once the
Hardbound MM was released, the updates were all put into softbound volumes of
very poor quality that were difficult to reference; the idea that you could add
the updated monsters right into your existing binder is a much better idea,
particularly since I think that it is faster to just create a monster rather than
spending all day looking through a stack of monstrous compendium books for a monster that
may or may not even be there!
To a collector, this is a great product, it is odd and I
honestly haven’t seen many of them. While the system was superior to the books
published later, the 1992 version of the MM is still the most usable product. I
have gone all of these years without it, but I’d still like to own it just for
the oddity that it is. Would I use it instead of my MM? I honestly don’t think
so.
At the time of its release, this product was indispensable!
It gets an A, however today, since its usefulness is so limited, I’d give it a
C. Some users, no doubt, swear by it! You don’t need a large collection of monsters;
you just need enough examples so that you can create your own if you really
need to.
Tuesday, April 12, 2016 | Labels: Reviews | 9 Comments
Thoughts about 2nd Edition Players Handbook
Product 2101, The Player’s Handbook! Again, like the DMG, it is a large
book filled with so much information that it is impossible to break down into
sections to really talk about the basic parts in one sitting, this blog has
been doing just that for years!
Originally, Gary Gygax wanted to write this book, however
that didn’t happen because of inner turmoil at the TSR office; as a result,
Dave Cook took over the project and the goal was, as mentioned in earlier
posts, to gather up all information into three books, which proved to be
impossible. Cuts were made, some for reasons of space, some for political
reasons. Mom was cool with violence, but she don’t want us looking at pictures
of boobs, today TSR probably would had been charged with providing porn to minors,
else the books would be kept behind the counter in paper bags, but we all know
how messed up the US is in regards to bodies and that wasn’t the only thing
that got cut. In 2e it encouraged players to be of Good alignments, which I
feel makes the game better. Nothing sucks worse than to have players murdering
shop keepers just to save a gold piece or two. I think that the alignment
system itself was what saw the most improvement; one has a hard time playing a
cooperative game with someone who plays Chaotic Evil. One of the dumbest 1e
rules, I feel, was that rogues had to be evil alignment; thankfully they fixed
that in this book.
They also made None Weapon Proficiencies more enticing, you
didn’t have to use them if you didn’t want to! But, check these guys out! Yes,
they were awesome. Most tables included their use right away.
I feel like I am just repeating myself, so I’ll stop! The
book is made in the exact same specs of the DMG, which is tough and very
usable. I have seen some of these things beat up to the point where they had to
be replaced, but I have no idea how those players did that. I’ve used the same
book for over 20 years and it is still glossy and beautiful.
Instead of talking about the PHB, about the changes that were
made, which is information that one can find elsewhere, let’s talk about the
book itself and how people have used it, or, more specifically, how they don’t
use it. As a Dungeon Master, I have read this book, cover to cover, more times
than I care to admit to. When I say that players weren’t allowed to read the
DMG back in the day, people scoff, but here is the deal! Players don’t read the
PHB either. It is a rare player who will actually go out and buy his own copy
of the book, as a DM I keep several copies and I buy more as I find them. One
can’t have too many copies of the PHB! The fathers of this game would not like
the fact that I do this. According to them, there is a price of admission and
that price is purchasing a Players Handbook! I get it, if it was a perfect
world, then that is exactly what would happen! I tell my players all the time,
if they see a copy cheap, pick it up! But what separates players from Dungeon
Masters is the fact that to most players, the only time that they put any
thought at all into the game is when they are sitting at the table and are
playing.
So, you haven’t read the Players Handbook, I get it! It is full of too much information. I myself have missed stuff, even though I have read it so often; it just disappeared because I was thinking of something else when I was reading it; maybe I was pondering a rule just before it, or I was thinking about making a sandwich, who knows? One can always pick up this book and find new things. Then you have the players, the only thing that most of them have read in any detail are the tables, and only then because they are using them all the time.
Now I can say that this is a modern happening, but I would
be wrong. Before playing the game, I purchased my books, and I read them! I
didn’t retain much information the first read, as much of this information is
best learned through practical use, but the point is that I read them. I got a
quick education in the game, and learned what I can do as a player, and I was
already ahead of most of the players at the table because I had sat down and
read the book. Folks who had played the game for years didn’t even know that
you could make bombs out of lantern oil, or that you can improve your AC by
giving up an attack to parry. Obviously, the Dungeon Master Guide holds
secrets, but when players don’t read the PHB, we can say that there are secrets
in there too.
Is this a good thing? Well, as a DM, it kind of is. It can
be said that the best way to become a great player is by trying new things, and
just learning on your own. If the players read too much, then that can put our
jobs as Dedicated DM in peril. We DMs would probably prefer an uneducated
player over one who goes out and looks for information, that researches the web
(the HORROR), that knows more about the interworking’s of the game than the DM.
This is a power struggle, isn’t it? I recognize that as a player, I totally
suck! I know too much about the game and how it works, and I get irritated with
other DMs, and it isn’t right, and it is a personal failure, but that doesn’t
mean that I don’t do it.
Does one need to read the PHB to play the game and become an
expert player? No! Does it help if one reads the book? Of course it does. The
book has options and tactics that can give you an edge during all levels of
play, not that the DM has to use all of the rules, but it does help if the
players are aware of them.
How would I rate this book? It is a perfect 10. It contains
more spells than you will ever need, the art in this version is superior to the
black reprinting, and I personally feel that it is easier to find what you want
from memory alone, but that is just because I’ve used it for so many years.
There are some facts that they got wrong, and errata that need to be hand
written into it, but those things are minor in comparison. I own the last
printing of 2101, and it says that it is newly revised, expanded, and updated;
but I also own other printings and to be totally honest, I have never figured
out if there is any difference in subsequent printings. There are many in the
Black PHB, it has a totally different layout and no longer matches the index
that one finds in the 2100 DMG, which is irritating. I suppose that the Black
Book has superior content, but I don’t care, I always stick with this version
of the book, as it is the perfect companion to my DMG.
Should all players purchase this book? In the perfect world,
yes they should. It would be nice if everybody owned their own copy, but since
the book is out of print, and even at one table you’ve got two different copies
in use at the same time, players may not know which one to buy, or even be able to find it. DMs are bigger
nerds then they are! We hunt the web looking for this stuff, and enjoy talking
about it more than is probably healthy, but we are what we are and we can’t
expect miracles. As long as the players show up and they are in the mindset to
play, I think that we are all doing well!
Monday, April 04, 2016 | Labels: rants, Reviews | 15 Comments
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