Complete Adventurer

This is another Dungeons and Dragons book, containing new classes, prestige classes, feats, skills, equipment, and spells. The book is aimed at characters who have lots of skills, so primarily rogues, with a few sidelights on rangers, bards, and, slightly oddly, druids. It does its job well.

The scout, which is a base class, is essentially what the ranger should have been; a wilderness-oriented version of the rogue. It would make much more sense for the scout to be in the Player’s Handbook and the ranger to be in this one, but that’s not the way the game developed historically. The scout also looks to be well-designed; it does, at least, look like an appealing class to me.

Among the prestige classes, the tempest, which makes two-weapon fighting a wholly viable option, and the daggerspell mage and shaper stood out for me. The latter two classes are based around spellcasters who fight with two daggers, and seem to do a good job of making an interesting and stylish concept viable in mechanical terms.

The other sections might not have grabbed me, but there’s plenty of solid material there, and I can see the feats, items, and spells getting plenty of use in games. In fact, some of the spells looked like they could be very useful to certain sorts of characters, but I would need to think rather harder than I plan to in the immediate future to work out exactly what their impact would be.

Reading this book, however, confirmed my opinion of D&D, as stated before. It’s just not quite what I want out of an RPG. Close, but not quite there. I really am going to have to write my own.


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