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Creatures of Rokugan
By
various authors
(AEG)
Rating: 8
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Magic
of Rokugan
By
various
authors
(AEG)
Rating: 8
|
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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To
no one's big surprise, Wizards of the Coast's
Oriental Adventures product has been
very popular. AEG has a special licensing agreement
with Wizards to produce Oriental Adventures
supplements for its own setting, Rokugan, originally
from the Legend of the Five Rings game.
So far, I've got to say, AEG's Rokugan products
have been very good.
Creatures
of Rokugan is a 112-page bestiary. It contains
more than 100 new creatures and templates, five
prestige classes, a few magic items, and some
interesting miscellaneous rules material. In
short, it's jam packed.
I'll
be the first to admit that I don't know a lot
about Asian myth, so I am probably not even
the target audience for the book. Yet I really
liked it. There are many monsters in here that
I would use in my Western-oriented campaign.
The shadow beast, for example, is a creature
of the Lying Darkness and breathes energy-draining
shadow stuff. The Seiryoku no Oni are outsiders
that gain power if spells are cast in their
vicinity. The Ianwa no Oni, disgusting sluglike
creatures, deal in fear so potent that it forces
you to do their dark bidding. Lots of cool stuff.
Mechanically,
Creatures of Rokugan seems quite sound.
The designers appear to have avoided most the
of the simple mistakes (giving incorporeal undead
a Strength score, forgetting to take size into
account for AC and attack modifiers, and so
on). And let's face it, there's a lot to remember
when creating a good monster. Even more importantly,
the really hard parts -- like assigning CR --
seem solid as well. A few questionable points
pop up here and there (I'm not sure why the
guardian statue has an Intelligence score, or
why the garegosu no bakemono -- a huge octopuslike
thing -- has only 8 HD, for example), and I
saw a fair number of editing gaffes. But these
are quibbles, and they are actually few and
far between.
Some
of the supplemental material, like the prestige
classes, is less sound and not nearly as exciting,
but don't worry. Buy the book for the monsters.
Whether you run an Oriental Adventures
game or not, check this out. At $25, that's
about a quarter a monster -- clearly worth it.
As
good as Creatures of Rokugan is, I like
Magic of Rokugan even better. However,
a learning curve's involved here. To really
utilize these spells, you have to learn a few
Rokugan concepts, such as Void magic, honor,
the Taint, and the properties of jade. And unfortunately,
that material is in the Rokugan setting
book, and Oriental Adventures itself,
but not here. That makes Magic of Rokugan
a little less universally adaptable, and thus
I rated it a bit lower than I would have if
I'd found that background material in there.
However, once you round this curve, judge this
book on its own merits: It's full of wonderful
stuff.
Magic
of Rokugan contains more 150 new spells,
lots of new magic items, and four prestige classes.
Of the classes, I really like the jade magistrate
and the phantom hunter.
The
spells are imaginative. Many of them are usable
by standard classes, and even many of those
specific to shugenja you could adapt fairly
easily into spells for wizards, clerics, or
what have you. (If you do this, pay close attention
to the spell level -- shugenja spells across
the board, in this product and Oriental Adventures,
often seem underpowered to me compared to their
standard class spell levels.) Endless depths
allows a character to cast more spells in a
given day, but she suffers Constitution damage
to do so. Piercing the soul allows a
caster to give an arrow the power to inflict
Charisma damage. The inner ocean turns
a caster into a being of living water.
Like
the Creatures book, this one isn't perfect.
A few spells are probably broken. Stand against
the waves, as an example, gives a target
an extra attack at his highest bonus for every
five caster levels. Cast this 3rd-level spell
on your high-level fighter friend and watch
your similarly leveled fireball spells
pale in comparison to the damage he deals. (Yes,
I know shugenja don't cast fireballs,
but you get the point.)
But
the thing is, the book doesn't stop with just
spells. The magic items here are excellent.
If your players are tired of the same old +1
rings of protection, throw in some of the
flavorful items you'll find in Magic of Rokugan.
Dragon helms, naga pearls, and all sorts
of cool items await. I particularly like the
artifacts, such as the Bloodswords --
evil katanas, each with a unique power -- and
the Twelve Black Scrolls, which once
contained the essence of a powerful evil being
and still may exist, waiting to be opened, their
evil powers unleashed.
In
short, Magic of Rokugan is a storehouse
of cool magical ideas. It won't fit as seamlessly
into a standard d20 game as most of the Creatures
of Rokugan, but if you're willing to adapt,
or if you are running an Oriental Adventures
campaign, it's a must have.
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