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Song
and Silence
By
David Noonan and John Rateliff
(Wizards
of the Coast)
Overall Rating: ***
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
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Song
and Silence is a book of highs and lows.
As the latest in the series of class guidebooks
(after Sword and Fist, Defenders of
the Faith, and Tome and Blood), it
showcases bards and rogues. Like those that
came before it, it's a mixed bag of different
sorts of material -- prestige classes, feats,
equipment, spells, and ancillary information.
Even more than the material found in the other
books in the series, this mixed bag is extremely,
well... mixed.
My
own five-star rating system hardly does this
sort of product justice, in that some of the
material I think is great and other bits I think
are far less than great. So let's go section
by section on this review, and in the end, you
can decide whether you think this book is for
you.
Chapter
One is about prestige classes, which is a shame,
because it's the low point of the book. I think
most players and DMs will find these classes
uninspired. Most resemble 2nd Edition kits (in
concept) rather than prestige classes. In other
words, characters might find it interesting
to say that they were an Outlaw of the Crimson
Road or a Dread Pirate before they became adventurers,
as a part of their background, but neither's
exciting enough to aspire to. And no, neither
has interesting enough abilities to make very
cool NPCs, either -- you'd be better off just
using rogues. With the exception of a couple
of the classes, they all seem underpowered and
underwhelming. The exceptions are the Fang of
Lolth (a strange inclusion here, but an interesting
class that turns the character into a progressively
more monstrous creature) and the virtuoso (a
simply better version of the bard, with the
drawback that virtuosos don't go on adventures,
they only perform shows -- not much to hang
a campaign on...). Lastly, a number of these
classes -- the virtuoso and the vigilante being
the worst -- have far too generic names. If
the DM says "a dozen vigilantes are burning
down the jail," a player says "Ooh,
they're all at least 6th-level characters, we're
not going there," when really the DM simply
meant to use the English definition of the word,
not the game definition. That's just a pet peeve,
though (I'll certainly never forgive myself
for creating an NPC class called the warrior).
Chapter
Two deals with skills and feats. While a few
of the feats are cool, most are rather lackluster,
are reprints from earlier products, or don't
actually make a lot of sense (Green Ear allows
the bard to affect plants with his music, but
it never explains how that could possibly be).
However, that's forgivable due to the fact that
the chapter has a great section on poisons and
traps. The section on building traps is a little
cumbersome, but certainly worth reading -- and
it's a must if your PCs want to build traps
in their own abode. The list of sample traps
is great -- a nice grounding of the basics before
you get into anything more off-beat like those
found in Traps
and Treachery.
Chapter
Three is a lengthy presentation of bard and
rogue equipment. This is interesting stuff,
although you're going to have to be really into
bards to enjoy the very lengthy discussion of
musical instruments. There's a few wacky gnome
devices like the automated footpad, but if the
book is going to go down that road (and I'm
not saying that it shouldn't), a lot more items
and a lot more "gnome-tech" information
is really necessary. As it is, the few examples
did not seem to fit in.
The
magic items raise a few questions in my mind.
This is the only time, in fact, that I thought
something was hinky with the rules in the whole
book (with the exception of some of the prestige
classes being a little underpowered). For example,
the vial of the last gasp is the "preserved
last breath of some famous figure, trapped in
a vial." Cool flavor, but there's nothing
about it in the item's prereqs. The game mechanics
don't match up with the flavor. The same goes
for statements like "Thief catchers
are extremely rare." Okay, but their prereqs
aren't that tough. Why are they rarer than other
high-priced items? These sorts of statements
are surprisingly "2nd Edition-ish"
-- where the game system didn't fully tell you
how to make magic items.
Chapter
Four has organizations for bards and rogues.
Guilds, mobs, gangs, spy networks, smuggler's
cartels, bard's colleges -- they're all presented
with useful general information, and lots of
examples, including NPCs that the DM can use,
should a PC rogue want to join a guild and need
to meet a few other members while passing the
initiation tests. Overall good stuff.
Chapter
Five is called "You and the World Around
You." This is all the basics on what rogues
and bards do, both as members of a party and
as people in the fantasy world. Well done, but
nothing really groundbreaking. This chapter
also contains some very useful diagrams regarding
flanking that practically anyone playing a rogue
will find invaluable. It also contains the lengthy
garrote rules that I have to say are probably
too long and involved to warrant how infrequently
they will be used. It's like grappling, but
different, which makes it more confusing. (I
could be wrong -- there might be tens of thousands
of garrote fans out there and happy to finally
see the page and a half of rules that the weapon
so richly deserves. But I doubt it.)
Chapter
Six, the spells chapter, provides some much-needed
new bard and assassin spells. Both classes deserve
more spells unique to just them, and the ones
presented here aren't bad.
Overall,
there's nothing in Song and Silence that
will unbalance your game. The vast majority
of the book is mechanically sound -- and that's
really saying something. However, only bits
of it are really exciting, innovative, and new.
Thus, while I would not rate it low (because
it's not bad), even the few really exciting
things here (the traps, some of the equipment,
some of the spells) are overshadowed by the
mediocre bulk, and thus I cannot rate it very
highly. That puts my rating at an even three
stars. You decide whether this sounds like something
you could use.
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