Beware the gnome's vengeance; for it is subtle, cruel, and terribly cold.
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no interference |
Warcraft RPG |
Lead | |
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I got it. I don't like some of the stuff in it, but that holds true with nearly every book I own. Anyone else have it?
Beware the gnome's vengeance; for it is subtle, cruel, and terribly cold. |
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Valrus |
Re: Warcraft RPG | ||
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I got it but haven't used it yet, I like some the races better (Half-elf, Half-Orc, Orc) and overall looks pretty good.
"There's no save for an axe to the brain."
-Valrus, Grand Edgemaster of the Basilisk |
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1grassnosmoke |
Re: Warcraft RPG | ||
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I got it but don't get to play it that's a bummer.
"They're dead! What have I done? I gave no kindness and was rude at every turn. How I wish I could turn back time and make it all right." Adrina Alder, Kingdom Alliance by Robert Stanek
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Utgardloki |
I'm halfway through it | ||
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I heard someone was going to be running this game, so I bought a copy so I'd know what was going on. The rules for technology look really cool.
I played the game once as a goblin tinker, but didn't know what was really going on. Now that I know the background, I can have more fun. |
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Utgardloki |
Utgardloki's opinion | ||
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I finished reading the book. I should get to play a character in a couple of weeks. My impressions:
Pro: The Warcraft RPG emphasizes role-playing. The book is short on "heads to bash" and "new ways to bash heads", and is long on diplomacy, intrigue, and tragic storytelling. Kalimador would fit in well among the domains of Ravenloft. I haven't played the computer game, but talking to someone who has, it sounds like the RPG uses the same characters and setting for storylines that can't be done with the computer these days. Of course, this requires imagination and creativity on the part of the DM. Con: I couldn't find a faction or group that I really emphasized with. An independant goblin tinkerer sounds interesting to play, but that sounds so ordinary. Con: Like Rokugan, many classes from the PHB are unavailable. This gives the impression of "what you see is what you get" which contrasts with settings like Ravenloft, Forgotten Realms, and Greyhawk, where you get the impression that you can find just about anything if you look in the right corner. </soapbox mode=on> Personally, I'd rather read "Bards are virtually unknown in the world of .." than "Bards don't exist in the world of .." The former leaves open the possibility that there may or may not be one unique person somewhere. </soapbox mode=off> Pro: The Warcraft RPG has a healer class, a scout class, and a tinker class (very useful), rules for technology (I'd say about equal to 1900 - 1910), and prestige classes for the Paladin, Ranger and Druid. (The way the game is set up, all three of these start out as Healers and then diversify). I haven't evaluated these or the Tauren race for balance issues. Pro: Lots of centaurs, satyrs and harpies out to kill you. Pro: The game mechanics are in one part of the book, while the cultural setting are in another. The geography is rather intriguing, although it would be more vivid if the maps were of better quality. Con: Other than the fact that one of my friends plans to run a game, I wouldn't really have a reason to buy this book. I think I'd give it about 2 1/2 stars. |
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Raidi Sovinfaile |
Re: Utgardloki's opinion | ||
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Is the 2.5 stars partly because there's very few people actually playing? 'Cuz that's not usually what people look for when they want reviews. *shrug*
Quote: I agree completely. "Song as magic" might not be a possiblity anyone has explored in the world of Warcraft... but that doesn't rule out "people coming from another place". I mean.. wasn't the whole premise of part of the Warcraft history was the "coming from another place" thing? Sounds like it would be neat, especially since it has a rich background actually fully explored by the book. It's the same reason I thought the d20 Rokugan book was very well done. |
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Utgardloki |
Why 2.5 stars | ||
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I picked that out of instinct. It had nothing to do with the number of people playing, because I can always start up a campaign.
Now if there was something that very few people would *want* to play (_Against the Wastelords_ is a d20 product that comes to mind, because that one has a lot of things in it that could really bother some players), then I might reduce the rating somewhat. But Warcraft d20 is a decent product. I probably should have given it more stars. However, with so many fantasy products out there, I tend to be very demanding when I ask the question "Why should I get involved with *this* setting?" Maybe I'll give it 3.5 stars. I don't see anything really special about this game that would justify the price, but if you are a fan of the Warcraft computer game, you might like this product. The fact that so many options are flatly excluded in this setting makes it seem less vivid to my mind. |
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Engrish Major |
Re: WarCraft | ||
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I bought the book, and one of the subsequent books, Alliance and Horde Compendium. While the latter book is very good, offering several new races and PrCs, I'll give my opinions on the Core Book.
I enjoyed reading it. The writing was very well done, on par with other Sword and Sorcery books like Ravenloft. That is better praise than I would personally give such books as Forgotten Realms Campaign Setting and Kingdoms of Kalamar. The setting itself is interesting. It's a world scarred and defined by war. I got the general impression that it's "low-magic" insofar as the common man doesn't get much benefit from magic on a day-to-day basis. Religions are explained nicely. One race worships gods (and not a large pantheon as has been the norm, but only 3 or 4), and the remainder of the races either revere ancestors or follow particular philosophical teachings on the nature of the world. I do agree that the maps are rather poor, and do not make the world seem vibrant. The technology aspect, a field pioneered by many dwarves and goblins, is what seems to benefit the average citizen. The technology is clever, and several examples of technological devices are presented. Additionally, there is a set of thoroughly explained rules allowing players to create their own devices. As a DM for this game, I am concerned that my players may get a little too creative here, perhaps making items that imbalance the game. Hopefully, the system is tight enough that this will not occur. Until I run though, I cannot say for sure. Continuing with the theme of star-ratings, I would give it 4 out of a possible 5. Reason being, I think the game separates itself well in a field of Middle Earth-type settings. Many of the standard Tolkien-esque/general fantasy elements are here (elves, dwarves, orcs), but they are presented in a different way. For example, many elves in this world revile magic...orcs, once barbaric, are slowly becoming in touch with the natural world and their forgotten shamanistic roots, gaining a modicum of civility...goblins are not filthy, disgusting creatures, but have overcome that role to become a major force in the world's economy. It's the game we have all played, Dungeons and Dragons, but different enough that it provides a change of pace. For that, I give 4 stars. For reference, the only books I would give 5 stars to are Ravenloft for it's wonderful presentation of the Gothic Horror of the setting, and Spycraft for it's new rules and overall quality. Lastly, I so enjoyed the book, I bought the computer game WarCraft III. The game itself has helped to define the world for me. I don't recommend everyone get it for this reason, but if you are wondering if the game will help to develop the world, I can answer positively. |
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Utgardloki |
Scouts are weak | ||
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I ended up playing a 5th level warcraft scout, but in a regular D&D game. Other players were a ranger, a barbarian/cleric, a fighter, and a sorcerer.
I found the scout to be underpowered. It didn't help that my character had low stats (12 strength, 10 dex), but losing two points of BAB hurt in comparison to rangers. The scout has a few abilities the Ranger doesn't, but nothing that a druid wouldn't have, and nothing to compare with the rangers favored enemy or fighting style bonuses. Of course, both the scout and the ranger get 6 skill points per level. So, in conclusion, the scout is underpowered compared with the ranger and the druid. This comparison is not quite valid because in an actual Warcraft game, druids and rangers would not be available except as prestige classes. To use a Scout in a regular D&D campaign, I'd advise the following: Increase the BAB to equal the Fighter. Increase skills to 8 skill points per level. The latter may seem excessive, because that puts the scout equal to the Rogue. But the Rogue gets sneak attack and more class skills. The scout does not get any special combat abilities. |
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Valrus |
Re: Scouts are weak | ||
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I'm a fan of Warcraft and the setting so I like the book, although I haven't played it.
I would ahve liked to have had another divine spellcaster base class available, as it is you're probably going to end up with a good number of healers in the game. The take on magic is different and refreashing. To someone with the Alliance and Horde Compendium: Does this book have the stats for Trolls or Pandaren as races? Those are the two I'm really curious about and was disappointed not to see them in the core book. "There's no save for an axe to the brain."
-Valrus, Grand Edgemaster of the Gorgon |
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Engrish Major |
Re: Scouts are weak | ||
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Yep. Trolls and Pandaren are in A&H.
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Druid Scion |
Re: Scouts are weak | ||
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From what I've seen of the Warcraft RPG (not much at all), I can say that I like it. Not enough to go out and buy a few books, but enough that I'd be interested in playing a game of it. Although I'd probably not have much time for it, I'd much rather stay at home and play Warcraft III.
"What level would a spell have to be to cook some meat?" |
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Hagrim Skullcrusher |
Re: Scouts are weak | ||
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Good day guys, I've a little problem, I'm a big D&D Fan, and even a big Warcraft fan, so when the D20 conversion whent out, I've bruoght it...
Now I'm running a campaign in Forgotten Realms setting, but I've decided to add some Warcraft on it... Since I live in Italy I've had some problems finding the core rulebook, and now I've even more problems for Alliance & Hored compendium... I'l buy this book asap, but now I've an abslute need of the Death Knight PrC, I need it for the campaign, and I cannot delay the appearence of this character anymore... I've read that at least one of the people who posted here own a copy of this compendium... can you please tell me something about Death Knight PrC? This is not a way to "steal" something from the book, I'll buy it for sure... Please help! Frank |
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Engrish Major |
Re: Scouts are weak | ||
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I'll sell you mine...I am not gonna need it. Decided to use FR instead of Warcraft...
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Hagrim Skullcrusher |
Re: Scouts are weak | ||
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eheh thanks for the offer, but I'll buy the italian version...
I've asked here for the PrC only because I need it asap, and italian version is not for sale yet... Frank |
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JackSpades |
Re: Scouts are weak | ||
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I've played the Warcraft RPG. Although personally I'm not extremely fond of the feel of it. Not to mention some of my favorite classes and races are nixed or changed beyond recognition. Luckily my DM makes some exceptions to the rules, like allowing bards. Okay, it's really not that bad, I think I'm just bitter 'cause Warcraft 3 won't run on my computer...
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