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Player's Handbook II Overview Print
(2 votes)
Written by The Wizard   
Tuesday, 04 July 2006
5/5 - ExcellentCleaning out dungeons as a sword-wielding Fighter or a magic-tossing Sorcerer is a great way to spend an evening, but even these classic classes can get a bit old. The Dungeons and Dragons community is frequently graced with the release of new sourcebooks that help to expand the possibilities available to players. Recently released, the Player's Handbook II certainly accomplishes this goal, introducing a lot of new ideas and gameplay choices.

Chapter 1: New Classes
The most obvious of these new choices are the four base classes shown in Chapter 1. These classes significantly expand on the choices presented in the original Player's Handbook . These four classes are: the Beguiler, a sort of roguish spellcaster; the Dragon Shaman, a possessor of draconic might; the Duskblade, a combiner of sword and magic; and the Knight, a charismatic tank-type character. As well as including much of the information put forward by the Player's Handbook on its classes, such as the classes' views on religion and their companions, the classes here are provided with loads of information on how they fit into the world and how to play them. An example of each class is also given using the new stat block design released in the Dungeon Master's Guide II.

Chapter 2: Expanded Classes
More than simply giving new classes to play as, the Player's Handbook II offers new and interesting ways to spice up base classes from other Dungeons and Dragons sourcebooks. The eleven normal base classes as well as several others, including the Favored Soul (Complete Divine) and Marshal (Miniatures Handbook). Each class is supplied with a new short description, possible backgrounds and archetypes (see Chapter 5), themes, at least one alternate class feature, and three starting packages, which contain full 1st-level characters ready to play. In particular, I enjoy the Wizard's choice of alternate class features, which is a list of minor abilities tied to a specialized school, and the Sorcerer's ability to cast spells with a metamagic feat without increasing the cast time (at the cost of ever having a familiar) is quite useful.

Chapter 3: New Feats
Over a hundred new feats are introduced in this chapter of a wide variety of uses. Fighters will love the slew of new feats devoted to them, including the new top-level weapon-devotion feat, Weapon Supremacy, which bestows five different bonuses and abilities to its user. Roguely types are treated well also, with feats for fast-talking and sharp senses in addition to other skill-based feats. Acrobatic Strike, in particular, grants a significant bonus on attacks that immediately follow a successful tumble past an enemy. There are also several themes for sets of feats, such as Heritage feats for Sorcerers and those of Celestial and Infernal descent. Magickers get the short end of the stick a bit when it comes to these feats, though their domain is really the next chapter, anyway.

Chapter 4: New Spells
The number of new spells here is, like that of the new feats, over a hundred. Spells are conferred upon all of the base class spellcasters, as well as the two DMG prestige classes with spell lists, the Assassin and the Blackguard. Several of the spells feature a component whereby the duration can be sacrificed to grant a greater effect immediately (and briefly). My personal favorite is blade of blood, which adds 1d6 damage to the caster's next strike, or 3d6 if the caster is willing to sacrifice five hit points. The Kender is partial to halt, an immediate-action spell that interrupts a foe's movement.

Chapter 5: Building Your Identity
Sometimes players need some help defining their characters. Whether you need suggestions for a background, a personality, or just a quirky trait, Chapter 5 has you covered. Lengthy expositions are given for ten background ideas, with enough flavor in each to spark several character ideas. These backgrounds include how the character might have lived out his or her youth, why he or she could have turned into an adventurer, and what you can do at the table to keep the character interesting. Following these are over twenty personality archetypes, such as "challenger" or "simple soul", which provide simpler descriptions outlining ways of behavior, rather than history. After the archetypes are thirty individual personality traits, from "charming" to "vengeful" intended to give players a focus for roleplaying. Finally, there is a section about being a mindful gamer, both in maintaining a fair game and in ensuring a fun time.

Chapter 6: The Adventuring Group
Once you've established a vivid character description, it's time to find out what special ties there are between the characters of the party, and what makes your party different from others. Chapter 6 begins by detailing a few reasons your group might have formed, in addition to special considerations of each. Next comes a thorough exploration of combining character classes to form a well-balanced party, as well as ideas to help fill a possible weakness in your team's design without significant changes. With these considerations aside, the text then offers tips on thinking as a group and delegating tasks between members. The last part of the chapter introduces Teamwork Benefits, with more than a dozen ways to bolster the group's abilities in special circumstances utilizing a skilled party member's leadership.

Chapter 7: Affiliations
Now that the group is fully settled and defined, perhaps the party members would like to join (or form!) an even larger organization with similar goals or that can empower them. Affiliations are groupings of people with like intent, complementary skills, or common background. They can range in size from a handful of members to many thousands, and span an area the size of a tavern or cover multiple planes of existence. An affiliation usually has a leader or council of leaders who gain some significant power associated with leading a group; such power can be as varied as the group itself. Individual members generally gain unique benefits as well, based on an Affiliation Score which measures relative stance and rank. Most of all, affiliations help tie the player characters into the larger world, letting the players feel more immersed.

Chapter 8: Rebuilding Your Character
Sometimes a player wants to change some aspects of his or her character without recreating that character and having to reforge friendships with the rest of the party. Many playing groups have their own rules about how a player might go about swapping out a feat or a few skill points, but this chapter is devoted to supplying even deeper possibilities. Besides simple explanations of converting comparatively trivial character elements, there are thought-out examples for altering even something so fundamental as class levels or even race. These possibilties consist of lengthy quests or difficult rituals that leave deep and permanent changes to a character, but allow him or her to live as the player intends.

Appendix: Quick PC and NPC Creation
There are frequently times when the gaming session is only a short time ahead, but a player has forgotten to create a character for a new campaign. Also, there are times when a DM has neglected creation of an NPC or two to help that week's story along. This appendix takes you through quick character generation step by step, giving well-crafted, pre-determined choices for ability points, feats, skills, and even equipment and spells for over twenty base classes, including some from the Complete series. With feats, equipment, and spells, charts of progression are provided for creating characters through 20th level. There is even a pair of charts designed for speedy personality generation, furnishing you with random personality archetypes and traits (see Chapter 5).

Closing comments
Though thinner than the core rulebooks, the Player's Handbook II is chock full of great information and advice for enhancing a game of Dungeons and Dragons. All-new base classes with unique abilities, enhanced options for existing classes, over a hundred new feats, as many new spells, and a bevy of options for customizing your character, your group, and your world -- all of this in this 220-page tome. The book serves its job of instilling new life into the game, and earns my full endorsement.

The Wizard thinks:

5/5 - Excellent
 
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