Books : Races of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying)

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Author name: David Noonan, Eric Cagle, Aaron Rosenberg

 : Races of Destiny (Dungeon & Dragons d20 3.5 Fantasy Roleplaying)
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Type of bind: Hardcover
Dewey Decimal Number: 793
EAN num: 9780786936533
ISBN number: 0786936533
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 192
Printing Date: December 31, 2004
Publishing house: Wizards of the Coast
Release Date: December 23, 2004
Sale Popularity Level: 120838
Studio: Wizards of the Coast




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Editor's Notes and Comments:

Product Description:
A new sourcebook detailing humans, half-breeds, and exotic almost-human races for the D&D game.

Races of Destiny provides Dungeons & Dragons players with an in-depth look at humans, half-orcs, half-elves, and other 'almost human' exotic races that populate the D&D world. Often more strange or bizarre than completely distinct races, these half-races showcase the unusual combinations of abilities and cultures possible in a fantasy setting. This sourcebook includes brand new races, new rules, feats, spells, and magic

items attuned to each race. The book contains material for players and DMs alike, including new prestige classes, rules for interaction between races, and a wealth of cultural information.





Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 3 out of 5 stars - Forgettable
Describing humans as a fantasy race faces certain hurdles. This book clears none of them except avoiding too many real world ethnic stereotypes. Humans are basically viewed through the biases of Western civilization and have little essence compared to the other races in the game. Illumians are a fairly interesting addition, humans whose lives revolve around knowledge and magical symbols. Little worthwhile is added about half-orcs and half-elves. Aasimar, tieflings and the like do not get expanded at all from their Monster Manual descriptions. Mongrelfolk get an unwanted, nonsensical rewrite. The book includes yet another version of the Half-Ogre, this one fairly balanced at LA +2.

In the chapter Campaigns of Destiny, I would expect to find an exploration of the questions and opportunities raised by various sections of the book. It begins with a description of cities and cityfolk, cities being dominated, in the traditional D&D game, by humans. There are also some pre-made NPCs of various races and professions, such as a human blacksmith and an Illumian cabal guard. And that's it. I'm not sure what all belongs in a chapter titled Campaigns of Destiny, but I had hoped for more than a town to buy potions in and some encounter tables.

I might have expected to see a section talking about the idea of human ascendency and the waning of other humanoids. Perhaps a description of societal fringes might have helped position half-elves, half-orcs, aasimar, and tieflings in the campaign. A few pages might have been devoted to the throughtful creation of human cultures and an exploration of national conflict among humans as a source of drama.

This book is really only useful for running games in urban, cosmopolitan settings or adding Illumians. It actually adds very little to playing a human and offers little in the way of guidance as to what makes humans a race of destiny.



Rated by buyers 4 out of 5 stars - The D&D world expands again
WOTC offers more options for your PCs. The races books are a must have for Living Greyhawk writers and DMs but for everyone else its a nice to have if you play any of the races of destiny but if your more into dwarves and elves than you can skip this book for now.



Rated by buyers 2 out of 5 stars - A few gems, but not worth the money
Were there some gems? Certainly. Were those gems worth what I paid? NO. (And, I bought it here with a significant discount). Far too much 'fluff", and hardly any crunch. Tons of fluff on humans and half-races; which is non-campaign specific, and thus nigh worthless to many.

One new race which is complex, came out of nowhere, and is nigh incomrehensible. Why?

I do love the human destiny feats. These were a long time due, IMHO. Some PrC's of interest, a couple spells, and another feat or two. Hmm, that's maybe a chapter.

But, oh WotC, WotC- ye fooled me once now. No longer will I buy without a careful lookie-loo. You need to remember you have a core of loyal customers that will often pre-order and buy any core material you come out with. You can't abuse that trust. I think you did so with this book.

Should you buy it? Well, the gems are there. If you have one guy in your group with deep pockets, and he takes advantage of the deep discount here- then sure, your group should have one to share. But it is hardly a "must buy".



Rated by buyers 3 out of 5 stars - With some work...
The very first section of this book, a discusion of human culture is an interesting and well thought out essay about humans in the fantastic culture of a D&D world. This part of the book shines in being useful to everyone and I was excited because humans are often overlooked for these sorts of manuals.

The second section does the same for Half-elves and Half-orcs but without the excitement or engaging writing of the human section. I think (in my opinion) the trouble here is the brevity of this section and focusing on both races. As primary core rules races, this was disappointing.

Consider the subsequent section, which covers a new human variant race, the illumians. This is the largest section of the book focused on one topic and the work here is excellent, but since this is a variant, and a new addition that is not nearly as important as the core information, why spend the pages they did on all this information when they skimped on so many other things? This for me is the most disappointing aspect of this book. The new race is certainly interesting but it takes away from the books focus, which should be on the expanding of options to established parts of the game.

The following section skims some other races and gives almost no more detail than the monster manual already has and really seemed uninspired.

The feats are interesting and useful for players. The racial themes are expanded and aided by these choices.

The prestige classes are all interesting but suffer from the problem of being too narrow for entry. Each one is so devoted to a specific class or race or place that they must undergo a lot of changes to be useful to most campaigns. I will be using several, but only with considerable adaptation.

The spells generate some interesting ideas for city themed play, but barbaric humans are almost entirely overlooked here (as in the rest of the book).

Finally, the section on cities. This added almost nothing to the worth of the book. I appreciate DM'ing advice but this information rehashed what tons of other books have already done (as well as a free web enhancement right on the Wizard's site).

Overall, I feel the book is worth buying, and as usual, you can tell the authors really enjoy their work and care about what they are doing. I don't really agree with all the choices as being the best for their consumers, but the quality of what they do produce is excellent.





Rated by buyers 3 out of 5 stars - 70% great, 30% unusable for newbies, 50-50 for older gamers
Races of Destiny is the second book in the series, which started with Races of Stone, and which will be continued by Races of the Wild. This book presents humans, along with half-orcs and half-elves, and also a brand new race, the illumians.

For most players and DMs the chapter on humans, half-elves and half-orcs will not have too much to offer (this is the weak point of the book). However, those who are new to the D&D game, and especially young gamers will find it interesting and useful.

The subsequent chapters offer more for players and DMs alike. The new race, the illumians are really interesting, and I just know that most players will create at least one illumian character to find out the unique versatility of the race.

The chapter on other races is a matter of taste, if you like exotic races, you will like it, if you do not like them, you will find it unuseful.

Prestige classes, new feats and spells are pretty good, and useful. Together with the chapter on illumians, these chapters will be the only ones that older gamers will use.

The chapter on medieval fantasy urbane settings is mostly for new DMs, but it can give new ideas even for veteran DMs. One should never be too old to learn.

Overall, this book is more useful for new gamers, but old gamers will also find interesting things among the pages. It is very difficult to write a fantasy handbook that addresses new and old gamers alike, and this book is a good example of a half-success.


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