- Paperback
- Publisher: TSR (September 1995)
- Language: English
- ISBN-10: 0786903252
- ISBN-13: 978-0786903252
- Product Dimensions: 27.2 x 20.8 x 0.3 cm
- Shipping Weight: 136 g
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For a long time I followed the role of time travel in Ad&d products. Of course it plays a major role in the Dragonlance setting and in other worlds have seen chronomancers sporadicly, but in my own campaign I found out that it was difficult to introduce time travel because once your players start to see time travel as a way of correcting their errors, your game balance goes right out the window. Weis and Hickman can fool around with their own world and even got to destroy the old Krynn, but my players won't accept that their favorite inn doesn't exist any more or that the Rashiman rule Thay now. The complete book of chronomancers gives you great options for campaign angles and for the price there really are some useful ideas in the book but my problem wasn't solved. I know that is something a DM has to solve with creativity but I was hoping for some support from the rulebooks. The best thing about the book is that the spells are so abstract that it gives you the oppurtunity to really mess with your players heads and make their brain muscle hurt. When confronted with the same NPC's but from different timezones it's bound to become chaos. The discription of the demi plane of time is usefull, because it restores the balance between the headache brain adventure and the adventure hack and slack problems. All in all I'm glad I bought this book in stead of just an other novel because if not for the players, it makes the game more interesting for the DM because suddenly you have a book filled with angels your players never expect. If you don't use those angles to often your players won't abuse this new development and enjoy it as well.