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Type of bind: Hardcover
Dewey Decimal Number: 793
EAN num: 9780786941186
ISBN number: 0786941189
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 160
Printing Date: February 13, 2007
Publishing house: Wizards of the Coast
Release Date: February 13, 2007
Sale Popularity Level: 177631
Studio: Wizards of the Coast
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Rated by buyers
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I wanted a list of cool dungeon features--some with rule implications and others just for flavor. The books runs through types of walls. Wall of air, fire, ice, water, acid, magic, bones etc. Then they cover floors: air, fire ice, water, acid, magic, bones. I was hoping for a little more than a run through elements and adjectives commonly found in D&D. I pay for creativity. Given an hour the most inexperienced D&D player could have brainstormed the short list of commonly found dungeon rooms.
The book talks about "Acidborn sharks" that are bred to breath acid like water. It's a find example of the absurd style of this book. It emphasizes bland topics that focus on the rules rather than the story.
I found about 10% of the book useful. Among the useful parts were the equipment lists and dungeonbred sub-type. You can get all this from a short read in the book store.
Rated by buyers
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One of the most useable of the 'scape' series books, because it's applications are found in more situations overall.
Rated by buyers
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Overall, I enjoy this book and find it useful. In particular, the mundane equipment I found cool, as well as some of the alternative class features. I agree with some of the other reviews: the factotum is too powerful, especially for a base class - heck, it's overpowered for a prestige class. No class should have every skill as a class skill: that's patently ridiculous, and cuts against the grain of so many other asects of 3.5, where distinctions between class and cross-class skills are important.
Rated by buyers
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The tactical design of dungeon encounters is excellent- it provides a template that you can expand upon and really lets you think out your encounters with the bad guys. After all, the players don't want to fight a bunch of punching bags, either.
To answer the comments of the Factotum class being "unbalanced":
Whenever I see a class, I compare it to the Cleric: combat progression, saves, relative importance of each ability score, spells, healing, and special abilities. The Factotum doesn't even come close. While it matches the cleric in hit points, combat, and ability score requisites (replacing intelligence for wisdom), it seriously lags in spellcasting ability (acess to at most a handful of spells a day), healing, and turning abilities. In fact, the only thing that gives Factotums any edge at all is precisely having all class skills and a ridiculous amount of skill points due to high Intelligence scores. It is interesting to see that the ideal ability score stats for a Factotum apply perfectly to a Duskblade (in the excellent Players Handbook II), which is a much more powerful class across the board.
Just because a "jack of all trades" class actually has acess to most core class abilities (eventually) doesn't automatically make it unbalanced. If you don't buff up the Factotum's combat abilities with every spare feat you have, you'll find he is weaker than the bard, who is still a superior spellcaster with Bardic Knowledge and the same rogue abilities as the Factotum. Speaking of which, Bards are now truly bards in 3.5E- if they ever were jacks-of-all-trades, they are no longer. The most the two classes have in common is being excellent "fifth party members".
Rated by buyers
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Mostly interesting reading, but I don't expect I'll use much from this book.
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