Book Discussion #1: Supplemental Rules.
Posted: Sun Jul 03, 2005 5:42 pm
Hello all, I am starting a series of book discussions and debates. For this installment, this
will be a thread about Supplemental rules. This will include the three environment books,
Sandstorm, Frostburn, and the upcoming, Stormwrack, also the 4 complete books, Adventurer,
Arcane, Divine, and Warrior, as well as the Book of Exalted Deeds and Vile Darkness, the
Weapons of Legacy, the Upcoming Spell compendium, Unearthed Arcana, The Dungeon Master's guide and many more.
To start off, I would like to discuss Frostburn and Sandstorms.
I personally find the both of them awesome. Though, I DO have disagreement with it.
For instance, the Ashworm Dragoon is basically a paladin of the desert. I don't understand
what the problem is with a mount that is a horse. Also, the class that turns you into a dry
lich, shouldn't be limited to divine spells, but more spells in general. Also, the Sand Dragon
shouldn't be as powerful as the legendary Gold Dragon. Great wyrm for both of them are CR 27.
That's the stronges it get's for normal dragons.
Now there are some advantages of the book, don't get me wrong, such as the Sand Shaper that gives
you bonuses to spells while in deserts, using sand, or both. Also, the Sand Golem is pretty insane
when it comes to combat. I do appreciate the new golem type in the both of the books. This golem let's
him, EVERY time he attacks, have a chance to suffocate a target.
Frostburn is pretty cool too. I like the Cryokineticist, a basic pyrokineticist with cold instead of
fire. It is lawful instead of chaotic, and it is the exact same thing as the Pyro, just cold. I also
like the CR 21 Shivhad. This is a cross between a hydra, a spider, and a worm. It's fangs are 6 extra
heads, it has abilit drain, a cold aura, Spell Resist 34, AC 34 (40 in a glacier), and many other things.
As I said before, my favorite features are the golems in each of them, and there IS an Ice Golem in this
one. It has an ability called Ice shards which does 2d6 points of damage to creatures within reach with no
save (1d6 within 10 ft) and you must make a fortitude save or be blinded for 1d4 rounds. All in all, the books
are pretty good, just a few peeves is all. But hey, I like the variations. I like them a LOT
Any comments and disagreements are welcome. The pargraphs above doesn't mean that that is the subject for this thread. You can cange it any time you want to. There are numoerous supplemental rules.
will be a thread about Supplemental rules. This will include the three environment books,
Sandstorm, Frostburn, and the upcoming, Stormwrack, also the 4 complete books, Adventurer,
Arcane, Divine, and Warrior, as well as the Book of Exalted Deeds and Vile Darkness, the
Weapons of Legacy, the Upcoming Spell compendium, Unearthed Arcana, The Dungeon Master's guide and many more.
To start off, I would like to discuss Frostburn and Sandstorms.
I personally find the both of them awesome. Though, I DO have disagreement with it.
For instance, the Ashworm Dragoon is basically a paladin of the desert. I don't understand
what the problem is with a mount that is a horse. Also, the class that turns you into a dry
lich, shouldn't be limited to divine spells, but more spells in general. Also, the Sand Dragon
shouldn't be as powerful as the legendary Gold Dragon. Great wyrm for both of them are CR 27.
That's the stronges it get's for normal dragons.
Now there are some advantages of the book, don't get me wrong, such as the Sand Shaper that gives
you bonuses to spells while in deserts, using sand, or both. Also, the Sand Golem is pretty insane
when it comes to combat. I do appreciate the new golem type in the both of the books. This golem let's
him, EVERY time he attacks, have a chance to suffocate a target.
Frostburn is pretty cool too. I like the Cryokineticist, a basic pyrokineticist with cold instead of
fire. It is lawful instead of chaotic, and it is the exact same thing as the Pyro, just cold. I also
like the CR 21 Shivhad. This is a cross between a hydra, a spider, and a worm. It's fangs are 6 extra
heads, it has abilit drain, a cold aura, Spell Resist 34, AC 34 (40 in a glacier), and many other things.
As I said before, my favorite features are the golems in each of them, and there IS an Ice Golem in this
one. It has an ability called Ice shards which does 2d6 points of damage to creatures within reach with no
save (1d6 within 10 ft) and you must make a fortitude save or be blinded for 1d4 rounds. All in all, the books
are pretty good, just a few peeves is all. But hey, I like the variations. I like them a LOT
Any comments and disagreements are welcome. The pargraphs above doesn't mean that that is the subject for this thread. You can cange it any time you want to. There are numoerous supplemental rules.