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Legions
of Hell
Book
of Fiends, Volume One
By Chris Pramas
(Green
Ronin Publishing)
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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When
TSR decided in the 1980s to stop using demons
and devils in their products, it upset many
hard-core gamers (and accomplished next to nothing
in appeasing the Reactionary Right, who never
looked closely enough to see that they were
gone, and would have thought that the gargoyles
and orcs in the monster books were demons, anyway).
Plenty of people have attempted to "right
that wrong." One attempt was Mayfair Games'
line of Demons products, and Green Ronin's Legions
of Hell reminds me of those books at their
best.
Legions
of Hell does not give you another new look
at Hell or at its inhabitants. These horrible
creatures and malevolent individuals will fit
in right alongside the tried-and-true cornugons
and pit fiends (particularly their 1st edition
originals, much less so the Planescape versions
-- the fiends here contradict material found
in Hellbound and Faces of Evil).
And while I think the d20 license offers gamers
the chance to finally see some other views of
the planes, most D&D players aren't going
to argue with Green Ronin's approach. There
are lots of wonderful new monsters here, with
interesting concepts and well-done artwork.
If you are at all interested in the subject
matter, you will not be sorry you purchased
this book.
The
baatezu children of the god Set are full of
wonderful plot hooks for adventures. The hellwardens
are really cool scarecrowlike devils. Bulugons
are suitably disgusting, low-power baatezu that
live in the muck and spew acid. I could go on.
And on. There's a lot of cool stuff here.
The
book isn't without its problems, but those problems
are small and easily corrected. It probably
won't surprise a lot of you to learn that the
main issues crop up with that ever-elusive,
difficult to master concept: the Challenge Rating.
For example, take the Herlekin, rated as CR
1. Its special attack deals 2d6+8 damage, with
a +7 attack bonus (including standard bonus
for charge). That's enough to take out a 1st-level
character (instantly killing a mage) with one
average blow; with that attack bonus, it hits
even AC 18 (very high for a 1st-level character)
half the time. If the creature is in its blood
rage (assuming the horns down ability simply
doubles the normal gore attack), this increases
to 2d6+12 damage, +9 attack bonus. That kills
more characters than not -- on just an average
roll, much more often than half the time. Clearly
not an average challenge for a 1st-level group.
It's at least CR 2.
But
actually, it appears that most of the problematic
CRs (and I'm guessing that's probably only about
25 to 30 percent of them) are rated too high.
That allows them to fit right in with the Monster
Manual fiends, however, which I think are
also rated too high. As a digression, while
the vast majority of MM CRs are spot on, I think
the ratings favor weird special abilities a
little too much and don't give enough credit
to creatures with a lot of hit points that dish
out a lot of damage. Thus, the demons and devils
are rated too high. I give them more hit points
in my personal campaign to make up for it.
The
prestige classes and the Fallen Celestial template
are mediocre. They have interesting and evocative
descriptions, but the game mechanics are handled
strangely. For reasons I can't actually figure
out, all the prestige classes require the character
to be humanoid. Worse, they are extremely front-loaded.
A single level of Balan's jackal, for example,
gives you a permanent +4 bonus to Strength,
your type changes to monstrous humanoid, and
you get natural weapons that act as +2 weapons.
The classes are treated more like monster templates
in places, and the rules for the initiation
rituals you have to undergo are handled like
poisons (I presume), without actually telling
the reader that. The template is way overpowered,
considering it adds only +2 to the CR, and I'm
not exactly sure why celestials become so much
more powerful when they fall. Perhaps this is
to encourage the temptation.
Lastly,
be aware that a lot of the new monsters in this
book (16 out of 41) are unique devils, so you're
likely to get less use out of them than you
would out of more general monsters. But they're
fun to read, and you'll probably use at least
one or two.
Like
I said at the beginning of this review, I recommend
this book with four stars. It fills a needed
niche, and it's full of wonderful ideas and
mostly well-designed monsters.
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