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Savage Species: Playing Monstrous Heroes
 
 

Savage Species: Playing Monstrous Heroes [Hardcover]

David Eckelberry , Rich Redman , Jennifer Clark Wilkes
3.2 out of 5 stars  See all reviews (15 customer reviews)

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Product Description

Book Description

First-ever complete reference on how to play monsters as characters in a D&D® game.

This title contains detailed information on constructing playable characters from Dungeons & Dragons monster races. All the material in this rulebook is completely new, including rules, spells, classes, and magic items. There is also information for both players and Dungeon Masters, including how to integrate the material into an existing campaign.

About the Author

A game designer for the last seven years, David Eckelberry currently works in the R&D department at Wizards of the Coast, Inc. developing trading card and roleplaying games. HeÕs worked on products in the Dungeons & Dragons, Star Wars®, Alternity®, and Chainmail® lines.

Rich Redman is a game designer in the Wizards of the Coast R&D department. His most recent credits include Defenders of the Faith and Monster Manual II.

Jennifer Clarke Wilkes has edited game products for Wizards of the Coast, Inc. since 1995. Most recently she has been an editor and developer for the Chainmail miniatures game.


Inside This Book (Learn More)
First Sentence
for a class skill. See Appendix 2: Compiled Tables or the appropriate table in Chapter 2: Building Monster Characters for the method of determining the base creature's skill points. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

15 Reviews
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4 star:
 (4)
3 star:
 (5)
2 star:
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Average Customer Review
3.2 out of 5 stars (15 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful
3.0 out of 5 stars A Mixed Result, April 28 2004
By A Customer
This review is from: Savage Species: Playing Monstrous Heroes (Hardcover)
Though this text is a handsome volume, packed with cool ideas and tons of crunchy bits, and moreover though I happen to like it quite a lot, it does not fully overcome the charges levelled against it, namely:

--it is a partial rehashing of 2E's *Complete Book of Humanoids* (which is less serious than the following, since 3E is basically just a rehashing of 2E in general),

--its unfortunate partial obsolescence (3.5E does indeed provide LA for each "playable" creature in the most recent *MM*--though *Savage Species* will ultimately consider all creatures to be "playable," whereas *MM* clearly does not), and

--the sad fact that WotC invests what must be approaching $0 in copyediting.

Those reservations noted, it must be said that the text opens up in 3E a new vista; instead of relying on the vanilla races of the *PH*, one can now, say, run a party of harpy infiltrators, a band of trollish barbarians, a medusa rogue, or (gods forbid it) a hive of illithids, demons, or some other uberpowerful beasties as PCs. (Though the *DMG* hints at such a vista, its suggestions proved to be unwieldy, incomplete, and generally confusing to most of us gamer-geeks.)

The text has many virtues in this regard:

1) new feats, spells, items, and prestige classes for monstrous folk, all generally well conceived.

2) some fair-to-middling notes on how to run a campiagn centered on the misadventures and cross accidents inevitably encountered by a group of bugbear PCs, for instance.

3) loads of bombass templates (these really are worthy of attention).

4) the reconceptualization of the game system entirely in terms of class--now, everything is a matter of class--no more monster advancing by the nebulous Hit Die (but this still doesn't resolve the bizarre aspect that Hit Die never correlated with CR; recall that level in a PC class always correlates with CR--why the inconsistency?).

5) tons and tons of statistical tables (the true value of the text). These also come with a set of guidelines to produce similar "class template" tables for any monster in the system--a very high degree of diversity for any game, which is surely a plus.

6) the introduction of both the "half-ogre" and "anthropomorphic animal" standard PC races (very good additions to the rules).

7) some very fine artwork

In these respects, there is value here, but unfortunately the aforementioned problems will limit its appeal and utility.

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1 of 1 people found the following review helpful
5.0 out of 5 stars Delivers exactly what it promises., Feb 15 2003
By 
Eric Dahlgren (Arvada, CO United States) - See all my reviews
(REAL NAME)   
This review is from: Savage Species: Playing Monstrous Heroes (Hardcover)
I picked Savage Species up the first day it hit the shelves of my local bookstore. I've been wanting to throw monster characters into my campaign but all the PCs are under level 5 so my options for PC monsters are kind of limited. This book has provided a way for me to throw a child to that fire elemental they just killed without a thought---a mere innocent---into the game as an NPC that they somehow have to deal with. (Hopefully not by killing it) More importantly, if they so choose, they can adventure alongside a fire elemental as it grows into its powers.

The book itself is well organized and has a little of everything and a lot of some things. For DMs who don't want to go through the work of interpolating an ECL 15 Mind Flayer into fifteen separate levels, each acquired at standard experience point intervals, or even *determine* the ECL for a Mind Flayer, you don't have to. Many monster races have entire monster class levels separated for you. For those that don't, there are guidelines both for determining level adjustments and breaking up effective levels into actual levels, i.e. "W00t, I'm now a level six Drider! I get spell resistance!"

There's a lot of stuff in this book. New spells (some good for non-monster PCs, too), new equipment (Including the Gloves of Man, so your paws/tentacles can grip those pesky crossbows or lock picks), new feats (Area Attack lets your colossal Mountain Giant smack a whole bunch of PCs when he swings a stone column), new prestige classes (Illithid Savant, for...well...eating brains for self-improvement), new templates (The illustration for the example Gelatinous Bear is great) and, of course, more.

A lot of people are highly interested in the artwork in Dungeons & Dragons books, and if that's what they want out of the book, they'll be disappointed. I personally don't need illustrations to accompany descriptions for how an Ogre Mage advances to ECL 12 because I already know what they look like. This book is almost devoid of reprinted material, but much of it is being presented in ways far and beyond what Monster Manual I (or II) ever planned. This small paradox makes a great number of illustrations unnecessary relative to most books with so much new material. Drawings of all the weird weapons and equipment are comparable to those in the Player's Guide and other books. It's really pretty irrelevant, though, because if you took the pictures out of the second half of the book it would still be wonderful, if rather drab.

One of the more reassuring touches is a tiny list at the beginning of the book that mentions a few changes from Monster Manual I that are/will also be in the revised Monster Manual I. No one wants a book that will be obsolete in just a few months.

Savage Species is a great book, and has almost everything you could possibly want in it. What it doesn't have, it offers guidelines for working out on your own. Dungeon Masters who spend fifteen hours planning sessions will be able to do anything they want, but if you just want to create an poor little orphaned fire elemental, you can do it as quickly as any other NPC. As a player's book, the pre-made monster classes will help provide some variety, even if the game is starting from level one. Pre-made=easier DM approval, too. Of course, *buying* your DM the book would help your case, but I would *never* condone such bribery...

Just...keep the fire elemental outta my bar, will ya?

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2.0 out of 5 stars This book is not necessary with 3.5, Feb 21 2004
By 
Aj Heman (House Springs, MO United States) - See all my reviews
This review is from: Savage Species: Playing Monstrous Heroes (Hardcover)
If your playing with the 3.5 player's handbook, monster manual, and dungeon master's guide; this book is unnecessary. Because many ELs and LAs have been adjusted, and the entire system for LAs has been simplified with 3.5, this book has been rendered somewhat obsolete. It's best remaining features are some of it's example content (spells/feats/example progressions), but this book isn't going to be as helpful at a 3.5 table running a game using level adjustments.
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