| Product: |
Player's Handbook 10 Complete Book of Humanoids |
| Date: |
11/03/09 (138 review reads) |
| Rating: |
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Advantages: Great options available for the bored Player.
Disadvantages: Not all the races will last beyond a few adventures.
Warning: If you are not a roleplaying nerd, or even a geek, you are likely to find this review rather dull. I can't be held responsible for feelings of wasted time if you manage to reach the end, but if you are somehow inexorably drawn into the rich world of dice rolling, bits of paper and maps, then might I suggest some sunshine and a considered look at both your bank account and the vast amount of expensive books required to make a go at the hobby.
Sometimes you just need a change. Not content with the usual options for your new Player Character (hereafter known as PC) - doughty Dwarf Fighter, mysterious Elven Mage, plucky Gnome Cleric/Thief, and the arrogant Human Paladin - to name some of the usual suspects, you feel the need to step away from demihumans and try out something completely different. It might only be a short campaign, a sidestep from the usual dungeon hacks and Monty Haul campaigns you're beginning to tire of, but a change, apparently, is as good as a rest. (Give me a comfy rest any day!)
The Complete Humanoids Handbook is tailored just for such esoteric needs. When the usual slew of PC races leaves you feeling jaded, leaf through the Handbook (one of the series of popular manuals that expand on both races and classes within the 2nd Edition AD&D World) and see what jumps out at you.
The Handbook is laid out broadly to the same standard as other Race Handbooks (Gnome, Dwarf, Elf, Halfling), although in the first respect, rather than subraces it lists several dozen wildly different and eminently playable Humanoid races.
Beginning with an overview of playing a non-standard race, it then lists the races in alphabetical order. Pictures and samples of text add life to the pages, and beyond the statistics for class limits and abilities you can read some elegant text that describes the lifestyle and culture of each race, and how their outlook on adventuring will differ wildly from the regular races used. Additional abilities or hindrances are listed, some of which: tougher skin, claw attacks, flight, are rather good, and some of which: giant size, short life span, monstrous appearance, are rather more limiting but add some reality to playing what is after all an unusual race, and one you sometimes find your PCs' fighting rather than playing.
The next section details the different Kits that your PC can take. These offer roleplaying aims and enhancements, without unduly affecting the abilities and balance of your PC. Some of them are fairly standard, and you can be an Outlaw, a Diplomat, Pit Fighter and so on. Others really add to the unique stature of some races: Shamans have access to Priest Spells and can make your standard Cleric character into a Tribal Mystic type of person, with exotic chants and mysterious incantations. This can be taken further with the wandering Witch Doctor, who combines these abilities with limited Wizard spells, which creates an all-round character of power and intrigue.
After this comes a large section on roleplaying a Humanoid character. Complete with new non-weapon proficiencies (cheesemaking anyone?), and monstrous traits to enhance/limit your character, this is where you fill out the body of the idea in your head that led you to pick a new race. Gargantuan thirst would certainly be a pain, as would rudeness, but monstrous strength or dexterity will certainly make your PC stand out.
Following this are details of new weapons, exotic and otherwise, and mostly unique to certain races. It follows that a Giant would find a Longbow rather puny, and that a tiny character would struggle to wield even a Short Sword, so this helps to make arming your PC more realistic.
At the back you will find collected appendices of all the class and level information, along with a well thought out chart that depicts each race's standard size against a human, to help you judge your new PC's size and build. Weight, Height and Age tables are also there for you to roll up your PC - some races are barely into adolescence before your average Human pops their clogs, and you may also wish to have some characters start out much older than standard, perhaps as an experienced tribal warrior setting out for glory, or a gnarly hedge wizard bored of ministering to their ungrateful village.
I've saved the best bit until last on purpose. If you've managed to read this far, then well done you. Now I'll look at some of the (in my opinion) better races available to play.
You could be a Centaur - rather large, but you won't need a horse to carry your kit, and you can attack with your hooves! Wemics are similar, but are half Lion instead of Horse, with claw attacks and a healthy fear of magic. Saurials are a mini collection of races, with a different sized subrace to play each of the PC groups (Warrior, Priest, Wizard and Rogue). You can stick more closely to familiar creatures and be a Half-Orc, a Hobgoblin or a Gnoll, or step far from the standard path and have the Aarakocra (a clever pterodactyl), a Beastman (rather savage but superb hiding and fighting skills), a Pixie (small and annoying, but highly magical), a Vodyanoi (vegetarian, giant bow-wielding, 9ft Giant), or a bullywug (slightly amusing, and needs to be near water, but can leap about cleverly).
There are a few other races to choose from: Minotaur, Kobold, Goblin, Alaghi (a clever Bigfoot type creature), and Bugbear, and in common with the aforementioned PC races they vary from minor PC that will last a few adventures before their limitations annoy you, to a truly flexible race with proper skills and a new look on adventuring.
Overall the Handbook, like the others in the series, offers a true expansion to the roleplaying experience, and will help liven up those adventures when all 4 of your players want to be the Elven Fighter/Mage/Thief with a noble background and a personal quest to set out on...
Summary: A fresh approach to party building and adventuring.
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Last comments:
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- 16/03/09 Nominated!! |
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- 12/03/09 Nowt wrong with being a geek ;) |
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- 12/03/09 Generally I find D&D boring and just not dangerous enough to play. It is often so hard to die that you become complacent about death and battles. Give me that edge of your seat thrill of death every time. As to the other comment it could go either way. I would go with it needing to be where it is though as D&D is a game and the book is a part of the game. |
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