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Switch to Forum Live View Dungeon Survival Handbook Discussion
1 year ago  ::  May 16, 2012 - 8:57PM #21
obryn
Date Joined: Jun 29, 2007
Posts: 782
As for powerful stuff...  I'm a fan of...

Bloodsworn.   It's fairly potent, particularly for anyone who can use their Second Wind as a Minor or Move action.  (And I never turn down Initiative bonuses).  Deep Delver is awful for a few levels, then comes up with Blindsight 2 at 10th, which is pretty great.  Escaped Thrall is worth a power point - which is always really good to have - and ends up with a Will bonus.  And I think Trapsmith is pretty decent - or would be with better attack bonuses.

As for the races, I was particularly impressed with the Svirfneblin feat Deep Durability, which a multi-marking character could use for a pretty impressive amount of THPs.

I really, really didn't like the organization of the Powers section.

I also kind of felt like a coffee table book got shoved into the middle of a gaming book for that walk down memory lane.

-O 
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1 year ago  ::  May 17, 2012 - 12:15AM #22
Duskweaver
Date Joined: Jun 9, 2008
Posts: 3,633

May 16, 2012 -- 6:31AM, frothsof wrote:

Spoiler: Show

Short Shot Onslaught

Your time spent underground has forced you to adapt to skirmishing in close quarters.


Encounter        Primal, Weapon
Standard Action      Close burst 3


Target: One, two, or three creatures in the burst


Attack: Wisdom vs. AC


Hit: 1[W] + Wisdom modifier damage.


Effect: After all of this power’s attacks are resolved, you can use a free action to shift up to 2 squares for each attack that hit. You ignore difficult terrain during this movement



You do realise that close burst powers don't work with ranged weapons (RC page 269), right? So it's OK for thrown weapon seekers, but pretty useless for those who use bows or crossbows. The power's name kinda implies whoever wrote the power had forgotten that rule too...


Ironically, if your seeker is proficient with (say) the gouge, you could use that with this power. So there's probably some twinky hybrid/MC CharOp build just waiting to be discovered that turns this power into a gamebreaker.

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1 year ago  ::  May 17, 2012 - 4:00AM #23
frothsof
Date Joined: Jun 4, 2010
Posts: 10,484
although i was thinking of it for my seeker/rogue that throws daggers, i still didnt notice that. bad bad bad wording, it should have said you make the following ranged attack vs everyone within 3 squares

as an aside, i also dont get whay its limited to three creatures, as if it is overpowering the seeker (purportedly a controller) to have a basic party friendly close burst power
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1 year ago  ::  May 17, 2012 - 8:46AM #24
Duskweaver
Date Joined: Jun 9, 2008
Posts: 3,633

May 17, 2012 -- 4:00AM, frothsof wrote:

although i was thinking of it for my seeker/rogue that throws daggers, i still didnt notice that. bad bad bad wording, it should have said you make the following ranged attack vs everyone within 2 squares



Or a line reading "Special: You can use this power with a ranged weapon."

Or, even better, get rid of the stupid rule that you can't use ranged weapons for close attacks.

as an aside, i also dont get whay its limited to three creatures, as if it is overpowering the seeker (purportedly a controller) to have a basic party friendly close burst power



Compare it to the wizard's Fire Shroud, which is ten levels lower, but targets all enemies in a close burst 3 and also inflicts ongoing damage. Feeling like you picked the wrong controller class yet?

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1 year ago  ::  May 17, 2012 - 6:51PM #25
Sea-Envy
Date Joined: Sep 29, 2009
Posts: 1,218

May 16, 2012 -- 11:54AM, Seeker95 wrote:

May 16, 2012 -- 11:25AM, mboss77 wrote:

I'm more of a "Harper-Valley P. T. Agent" kind of shaman


I will send you as clean-up bill for the water damage to my monitor generated by its rapid propulsion from my mouth in an unexpected full-blown guffaw.




Would not water damage fall under Tennessee Valley authority?

The sea looks at the stabillity of the mountian and sighs.
The mountian watches the freedom of the sea and cries.
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1 year ago  ::  May 18, 2012 - 10:35PM #26
obryn
Date Joined: Jun 29, 2007
Posts: 782
OK, I took a closer look at the Skill Powers today.  And three in particular are pretty impressive, IMO...

(1) Timely Dodge (Acrobatics 6) / Encounter Interrupt: Shift up to half your speed when an enemy targets you with an attack.  (He can pick someone else in range, if there is anyone.)  Forget Second Chance and the like; an auto-miss on everything but Ranged attacks (and on those if blocking terrain is convenient) is amazing.

(2) Enter the Crucible (Endurance 10) / Daily Minor: Lose a healing surge for Resist 10 All and immunity to Weaken for an entire encounter.

(3) Iron Resurgence (Heal 2) / Encounter Minor: It seems expensive, but basically for the cost of 3 healing surges, you or your ally heals 2 surges and gets THP equal to half his surge.  Not bad for an L2 that non-Leaders can take.

-O
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1 year ago  ::  May 19, 2012 - 3:18AM #27
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,655
Yeah, Enter the Crucible is a definite pick for my Ironwrought Berserker/Dreadnought/I wanna resist everything because I'm made of metal duder.  And he doesn't have that good a 10U anyway. E: albeit, he doesn't actually have THAT many surges, but that ought to save well more than one anyway.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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1 year ago  ::  May 19, 2012 - 8:45AM #28
VividAntivirus
Date Joined: Jan 4, 2011
Posts: 19
The book is fairly disappointing.

For the most part, it covers too much ground without providing either players or DMs enough mechanical material to incorporate into an adventure or campaign. It suffers the identity crisis of covering both Dungeons and the Underdark as if they were one and the same. But obviously, they’re not. I’ve read through this book twice now, just to make sure that my assessment is sound.

Character Themes
Pages 6–33 list a bunch of new themes with some mechanical benefits. Of course, if you do not use Themes (which are optional), then nearly 1/5th of the book is useless for you. The themes help toward developing a character background and identity. For those who are concerned with player motivations, this is good stuff. But again, providing assistance to create a character who needs to make his or her character concept relevant to the existence of the Underdark or dungeons seems completely contrived.

Races
Really good stuff here, no doubt about it. The best chapter of the book. Goblins in particular look attractive to play. Kobolds slightly less so (do they really need to be a PC racial option?), and Svirfneblin are fine. However, for every good (great?) idea in this section, there seems like a lost opportunity. Why do we not have class builds for a Goblin Artificer or Rogue who likes to blow things up? Or a Goblin Ranger who rides atop an animal companion (wolf or warg)? Why are Goblin Assassins encouraged instead of a Goblin Shaman? The authors present the charming idea of a Goblin Bard, who would be more comical than the standard counterpart (a Jester), but provides no mechanics to make it so. Or Kobolds, why not create a class build for a Trapmaster as a Rogue archetype? Or a Dragonshield Fighter? Or a Dragonpact Warlock? Or Kobold Slinger (Ranger)? The chapter starts with kernels of something really special, but ends before you can really turn the content into something playable. Detailing more about a Svirfneblin Warden would have been a welcome addition as well.

Dungeon-Themed Powers
Pages 52–69 offer up some interesting powers for all classes, but unforuntely, they way they are organized is so confusing and counterintuitive to how readers reference these books that most of what’s good here is lost. And they certainly aren’t “Dungeon-themed” as much as they are “Underdark-themed,” which is different. I can’t imagine any reader who doesn’t think this is a mess. What would have been better is to cover Skill and Class powers by the Skills or Classes.

Expert Delving Tactics
4 pages of pragmatic tactics that have been covered elsewhere.

Dungeon Types
Covers with very broad strokes about the types of underground environments, but provides nothing for the player or DM to act upon or integrate into his adventures. Generic to the point of being superfluous.

Dungeon Denizens
5 pages of creature summaries that you expect to find in any dungeon, but with no information for the player on how to overcome them, and nothing for the DM that hasn’t been covered previously. There is, literally, again, nothing useful here.

Infamous Dungeons
This is a weird section of the book. For 20 pages, we have a run-down of some of the more popular TSR dungeon modules with their publication history, but  with very little advice as to how to incorporate them into your game. It’s an odd chapter of navel-gazing, only useful to those who have never heard of them before. All of this information can be found on Wikipedia. Just bizarre.

Then the book starts getting really weird, with “Involving the Characters,” helping players justify their role in the Underdark based on the character theme they’ve selected. Again, useless if you don’t use Themes. Unnecessary material for a DM. “Dungeon Makers” is a run-down of races that build areas in the Underdark. And here’s where the authors have forgotten the rule: Show, Don’t Tell. Each race (Drow, Duergar, Dwarves, Kobolds, Kuo-Toas, etc.) is covered with such light, non-mechanical detail that all the content does is inspire… but then provide nothing to actually build upon. Duergar build fortified structures? Great! What do those look like? Kuo-Toas have breeding pits and guard them? Huh, how about listing what a typical group of guards looks like mechanically? There’s no mention of Monitors or Whips at all. Mind Flayers inspire madness? What would that look like in terms of rules that the DM can execute on the player party? What this section could have really used are diagrams of what a traditional “dungeon” could have looked like for each of these groups… or what kinds of treasure you can expect to find there… or unique traps or hazards  you might encounter. Instead, the largest section for DMs provides so little detail that it’s nothing more than light reading material.

Special Rewards
4 NPCs for you to add and a couple of high-level spells. This should have been omitted entirely or expanded upon greatly. It has more to do with Epic Tier play than any relevancy to the topic of this book.

Build Your Own Dungeon
3, count them… 3 miserable pages on advice for DMs how to design a dungeon. No maps. No diagrams. No discussion of pacing or creating varied sized rooms. No information of how to build different types of dungeons (zone dungeons, multi-level dungeons, linear dungeons that  don’t play like a linear dungeon, etc.). Nothing about how and where to place traps. How to pace a dungeon. How to introduce new objectives or quests. This is a subject that is badly needed. Halls of the Undermountain covered this topic better than this book does.

The LAST thing I wanted to do was be disappointed with this book. No one likes being a negative Nancy. But the book simply lacks enough new information that a reader can use. You will not go back to this as a reference once you put it on your shelf. I can only imagine how disappointing it would be to be one of the authors and read this assessment… but really… some direction from an experienced author would have helped here. The book has too much fluff, and the fluff that’s here doesn’t say anything new or useable. The writing also repeats its thoughts over and over again, reiterating such points as “the Underdark is vast” or “…the Underdark is not a mere dungeon—even one of unbelieveable size.” The redundancies that plague the book should have been caught by the editing team.

Ultimately, the fault is with the book’s outline. Like the review on Amazon.com reiterates (more kindly), the content is just unfocused. It’s a hodge-podge of Dragon Magazine articles instead of a cohesive resource. Just as the authors start upon a good idea or topic, it’s abandoned before details or mechanics can be used to flesh them out and make them usable.

So, sorry to harsh everyone’s mellow. Like you, I had higher hopes for this book. If anything, just know that there’s enough ideas here to start with… but you’ll have to write the rest on your own.
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1 year ago  ::  May 19, 2012 - 9:56AM #29
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933

May 19, 2012 -- 8:45AM, VividAntivirus wrote:

Absolutely helpful review


Thank you!

Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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13 months ago  ::  May 23, 2012 - 11:55AM #30
Chimpy20
Date Joined: Mar 16, 2011
Posts: 469
I have to concur with this review. I haven't looked at the player stuff, but the parts about dungeon design could really have done with some examples and more detail. Perhaps some "dungeon snippets" with example sections of dungeon with puzzles and RP content that DMs can draw inspiration from.
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