Tag Archives: Dungeons & Dragons

A Winter’s Tale – Legend of Drizzt review

Matt Thrower returns with another epic review! This time he’s looking at the latest in the series of D&D Adventure Games. Beginning with Castle Ravenloft, carried on by Wrath of Ashardalon… now it’s time for The Legend of Drizzt.


I’ve made no secret of how much I love Wizards of the Coast’s’ new Dungeons & Dragons adventure system board games Castle Ravenloft and Wrath of Ashardalon. I really don’t think it’s much of a stretch to claim that they’ve managed to re-invigorate an otherwise very stale genre of board gaming, or that they offer the best possible experience for board gamers who, like me, want to re-create the thrill of a role-playing session with the tactical sophistication of a board game. Now those two excellent titles have been joined by a new sibling, Legend of Drizzt and WotC supplied me with a copy to review. Will third time prove lucky for this series?

I’m not going to go over the core mechanics of this game here. If you want the low-down on that then check out my original Castle Ravenloft review over on Fortress: Ameritrash. Rather I’m going to look at what’s new and different in Legend of Drizzt and how it stacks up against its predecessor titles. Basically the Adventure System games are stripped down, simple, quick-playing co-operative dungeon crawls packed with variety, narrative and excitement and just enough strategy to keep the brain engaged.

Before we continue however, I have a startling admission to make: I know nothing – nothing at all – about Drizzt Do’Urden, the hero whose exploits form the basis for this game. I’ve never read any of the books, and I don’t plan to. I didn’t even know it was supposed to be pronounced “Drisst” until I saw the promotional video for this game. I did do a trawl through the relevant wikipedia articles on the subject to get a proper background for this review, but that’s it. So what you’re going to get is a review from someone focusing on the mechanical qualities of the game, with little appreciation for its narrative or theme. This is, I think, an important point to bear in mind.

As always, the box is huge and packed with good stuff.

The reason is that it’s clear from the outset that the designers have tried very hard, far more so than in previous iterations, to tie the game play of Legend of Drizzt into the source material. This is perhaps a little surprising given the wealth of background material for the Ravenloft setting that could have been used for Castle Ravenloft, but there you go. You’ll see it right away, in the fact that this game contains more characters than its predecessors to make sure all the most popular ones from the books are represented.You’ll see it in the power cards for those heroes, many of which represent well known magical items from the books such as Drizzts’ scimitars Twinkle and Icingdeath. You’ll see it in the villains, many of whom are humanoid NPC style characters rather than the immense monsters found in previous games (although there are still big monsters here, but many have been moved to the monster deck as opposed to being tied to scenarios). You’ll see it in the adventures, many of which appear to mimic plot points from the novels themselves, even down to suggesting which heroes are most in character for each quest.

So, on the plus side this means that you get to re-enact the adventures of Drizzt and his companions in brilliant detail. But there’s a cost for this level of narrative, which is that the game is rather less compatible with its siblings than you might expect and works better as a stand-alone product. Although there are gold values on the items in the treasure deck to ensure they can be used in Wrath of Ashardalon’s campaign system, the game uses “cavern” tiles rather than “dungeon” tiles which are the same shape and size but visibly different in art style and with different text on the back. As befits legendary heroes of epic status, the characters on offer in this game are unbelievably tough. Drizzit himself gets two attacks per turn, plus a possible third from his panther figurine. He’s an absolute killing machine: in common with many other player reports I’ve found that he’s able to finish the introductory solo adventure with such insouciant ease that he’s never yet had to use a healing surge. This means the characters are less portable into the other adventure system games, since they’ll just completely annihilate the standard monster decks in those games, although whether, thematically, you’d want Drizzt wandering around in Strahd’s dungeons is a moot point. The monsters on offer in the monster deck here are rather tougher than those of previous games which compensates to some extent, but the heroes are still able to stomp on most of them without breaking a sweat, and this in turn makes the monster cards less cross-compatible. Given that the adventure system games are already fairly easy – a little too easy for co-operative games – these overpowered heroes aren’t really a good thing. Also, it limits the choices on offer for the heroes in terms of starting powers. Again, taking Drizzt as an example he has to take Twinkle and Icingdeath as his at-will powers to tie in with the magic items he owns in the book, and there are similar restrictions on other characters. So less flexibility, less chance for tactical combinations, less re-playability.

However the powers themselves compensate for this somewhat. The game introduces a new concept of “stances” which are effectively short term tactical sacrifices a character can make for later advantage. Drizzit can, if he has the relevant ability, ready a stance that allows him to take extra movement before or after a normal attack. Bruenor has an ability whereby he can forgo an attach in exchange for getting a first strike against something that attacks him later in the turn. Only three characters have these stances, but each has more than one way of using it meaning there’s more choice and planning involved during a turn. There’s also a new concept of “ally” cards which are friendly units that have an AI routine just like a monster, and take their turn during the villan phase along with the monsters. Drizzt’s magic panther Guenhwyvar is handled in this manner, as is Athrogate’s magical boar, Snorter. This is a really neat idea, building on the concept of “neutral” villagers with an AI from Wrath of Ashardalon and can lead to the occasional merry chase around the dungeon as the characters try and keep up with their rampaging pets. But its main impact is, again, increased tactical choice and consideration as you try to do your best to keep the relatively fragile card-based characters alive while thinking carefully about how best to position everyone in relation to one another for best effect.

Indeed a marginal increase in tactical choice seems to be the biggest improvement on offer here with regards previous games. In addition to the character powers already mentioned, there are now terrain based effects too: narrow corridors that restrict movement (and thus reduce armour class) during combat, lava vent tiles that tie into the encounter deck via particular cards that cause effects on those tiles only, and a general increase in the amount of named tiles and on-board scenery. The spots where monsters appear on new tiles are much more widely distributed, leading to critters sometimes spawning directly adjacent to exploring characters, and some monster AI now varies enormously depending on whether heroes are adjacent, 1 or 2 tiles distant which brings in yet more into consideration as you plan your turn. Curses now offer the player a choice of sacrificing hit points for removal as opposed to a random dice roll. There are a couple of cool new traps to mix things up such as the force trap that pushes heroes away from its tile, forcing a re-assessment of positioning and the horrible goblin machine “Juicer” that rampages through the dungeons crushing heroes but also monsters and so may be something you want to keep around for a few turns to clear the board if you can afford the hit point cost. The treasure deck has the best balance of actual items and fortunes yet encountered in an adventure system game including some neat terrain based effects involving choice for the players.

A cast of thousands. Well... a fair few anyhow.

However the biggest addition to the game are the new competitive adventures. These take the form of team games rather than the more traditional games-master versus the players set-up that’s usually encountered in this genre. There are several takes on this from a team versus team exploration or treasure hunt, through a very cool (if rather unbalanced) hidden traitor scenario to my personal favourite, a prisoner’s dilemma style game where teams can co-operate for a joint win or screw each other over in search of personal glory. Being a huge fan of competitive games in general, I love these and they really do seem to bring something new to the system. The basic concept, especially team treasure hunts, would be relatively easy to port out to the other adventure system games too. With the exception of one gem that has the exits gradually sealed off before the hapless heroes with new “cavern edge” tiles, also used in some scenarios to complete pre-made maps, the other, co-operative, adventures are a bit of a mixed bag, with most of them having neither the creativity seen in Castle Ravenloft or the variety seen in Wrath of Ashardalon. This is probably because they’re mostly based off narratives in the books, but in return of course, if you’ve read the book, you get to re-live your favourite bits on the board. Given the big overall narrative flavour of this offering it’s perhaps surprising, not to mention disappointing, that there’s no equivalent to Wrath of Ashardalon’s campaign system. Let alone the fact that you’re missing out on this fantastic way to enjoy the adventure system games, imagine how great it’d be if you could fight your way through the whole narrative arc of the Drizzt books in game form?

Personally, in spite of the advances on offer, I feel that this is the weakest of the three adventure system titles, although that’s still a little like saying that Michelangelo’s Madonna and Child is weaker than the Sistine Chapel ceiling and his sculpture of David – all three are still superb games. But I suspect that’s more a reflection of my disinterest in Drizzt and the fiction surrounding him than it is of weaknesses in the game itself. Given that there have already been two games using this system, a third was always going to suffer a little from “been there, done that” syndrome and the designers, wisely, opted to do things a little differently and create a game that was more about narrative than it was about fitting in with its predecessors, and as a stand-alone title it does work extremely well. So if you want just one game in this series, or if you absolutely love Drizzt, this could be the one for you. Otherwise, I’m anticipating that there might just be some cool new cross-game adventures in the pipeline from Wizards of the Coast utilising the stuff in this box with Castle Ravenloft and Wrath of Ashardalon in the same brilliantly creative spirit that gave birth to the adventure system in the first place, but you might want to wait and see before putting down the cash.


Cheers to Matt for another fantastic review! Don’t forget to follow him on Twitter: you can find him @mattthr.

Now, he may never have read a Drizzt book before, but you can. I’ve got a copy of the latest Drizzt Do’Urden hardback (“Neverwinter” by recent guest on the show R.A. Salvatore) to give away to one reader. Just either scribble down a comment here on the site or drop an email over to michael@littlemetaldog.com – names will be put into a hat and a random draw will take place next Tuesday, November 15 2011. Good luck!



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Episode 30 – Bob and Richard and Drizzt and Michael

Two heavy hitters from different areas of the gaming universe come together for the latest episode of The Little Metal Dog Show. First of all legendary designer Richard Launius comes on board to talk about not only his classic game Arkham Horror but also new projects such as Dragon Rampage, Pirates vs Dinosaurs and Elder Sign. There’s also a brief soujourn into the world of designing Major League Baseball uniforms…

Gloriously retro. Richard Launius: Jack of all Trades!

New York Times bestselling author RA Salvatore is my second guest. A published writer since the mid 1980s, his creations are amongst the most loved by Dungeons & Dragons fans, the most famous invariably being dark elf Drizzt Do’Urden. With his latest book Neverwinter coming out this week, we discuss the writing process, his most iconic character and the effect that his writing has on both him and his readers.

Don’t forget to listen all the way through to the end of the show if you want to find out more about the upcoming Essen giveaways! There’ll be a little gap between this episode and the next as I prepare everything for the journey to Germany – if you’re there at all for Spiel, give me a shout over on Twitter (where I’m @idlemichael if you want to follow my ramblings) and make sure to say hello! I’ll be doing a big pre-Essen post with more information – hopefully including a meet-up – closer to the time. Thanks for listening!

This episode’s links:

Direct Download for Episode 30 – http://littlemetaldog.podbean.com/mf/web/mf2hia/LMD_Episode30.mp3

Eagle Games are this episode’s sponsor – http://eaglegames.net

Richard Launius’ BGG profile – http://boardgamegeek.com/boardgamedesigner/4819/richard-launius

Feature on Richard’s Chicago White Sox uniform design – http://sports.espn.go.com/espn/page2/story?page=lukas/110324_white_sox_design&sportCat=mlb 

R.A. Salvatore Official Site – http://www.rasalvatore.com/

Bob’s Twitter – https://twitter.com/R_A_Salvatore

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The Golden Path – Pathfinder RPG Core Rulebook review

I don’t get to play it as much as I’d like to, but I do love me some Dungeons & Dragons. Many people have a fair few criticisms of the latest edition, though. I’ve heard it described as World of Warcraft on a tabletop, which I have no problem with – I like WoW, and RPGs can be as light or as heavy as the DM makes them. I’ve heard people say that Wizards of the Coast jumped out of the traps too early with the release of the Essentials line which isn’t entirely compatible with “regular” 4th Edition D&D – me, I’ve not read many of the later books, so haven’t got an opinion (yet). One thing I hear time and time again though? People harking back to The Good Old Days of earlier versions of the game, in particular the shining diamond that is version 3.5.

WotC no longer support 3.5, left by the wayside so they could throw themselves totally behind the latest edition, but many long-time D&D players have forsaken 4th Edition and have returned to their well-thumbed tomes. The reigns have been taken up by other companies, most notably by Paizo Publishing, who have essentially taken the whole thing over, streamlined, improved and repackaged it into something new but familiar under the rather splendid banner of Pathfinder. And if you’re looking to get into the game, it’s heartily recommended that you pick up the Pathfinder Core Rulebook, 574 pages that contain everything a player needs bar the dice.

Despite being entirely based on the Dungeons & Dragons 3.5 Edition ruleset, you will not see those words mentioned at all – it’s always referred to as “the world’s oldest fantasy roleplaying game” throughout, but it’s evident from the outset that the whole game is deeply rooted in Gary Gygax’s legendary creation. Thankfully, rather than just being a rehash, Paizo (under the direction of lead designer Jason Bulmahn) have really worked to give Pathfinder a life of its own. This is no cut-and-paste job – Pathfinder is pretty much a total rebuild of 3.5, a new experience in a different world, albeit on some very sturdy (and recognisable) foundations.

When you pick up a copy of Core Rulebook, the first thing you’ll notice first that it’s massive. Literally every rule you’ll need covering is contained in these pages. Want to know how to roll up your first character? It’s in there, of course. Already got some experience in roleplaying and want to take things a bit further? Have a look at the Prestige Classes that are included. Fancy tackling things from the other side of the table? There’s expansive help on how to DM a game (although I will admit that you’ll need something like the Pathfinder RPG Bestiary to get a good array of monsters if you’re looking to create adventures and campaigns). Generally though, this book has all you’ll need in a single (hefty) volume – of course, there are plenty of extra releases available from Paizo should you wish to expand your game further.

Not a lot of art, but what's there is excellent.

The amount of detail that is provided in the book is impressive – you’ll be able to create and develop your character in whatever direction you want to go, down to the smallest detail. There are a huge amount of Skills and Feats on offer, but a nod really has to go to the Magic and Spells that are on offer should you choose to go down that path; over one third of the entire book is given over to the mystic arts, with huge lists and detailed descriptions of spells that allow you to fine tune your character how you please. Combat is easy to understand (even though it seems to be a bit more in-depth than the 4th Edition D&D stuff that I’m used to) and everything in the book is well laid out and easy to find.

One thing that’s missing though? A standalone mini-adventure that could really show how Pathfinder really works, a way to ease players into the world and get them used to the system, because to a total newbie Pathfinder Core Rulebook could appear somewhat daunting. I’d also like to have seen a few more examples throughout the book – the writers presume a level of experience that not all players will have, so in comparison to something like the introductory books you need to play D&D, this is a bit of a slog. I love the huge level of detail that’s available, but simple things like there being significantly less artwork than your average WotC title matter to me – the focus is definitely on information, tables and numbers, and lots of them.

The sheer size of the book could also be enough to put folks off, but if you’re willing to invest a bit of time and are seeking something a little more hardcore from your roleplaying, Pathfinder may well be for you. I’m not going to say which is the better between this and 4th Edition, simply because I see them as two sides of the same coin – both have their place in the gaming world – but Pathfinder certainly has its advantages, if only in the amount of content out there. The fact that it’s compatible with a huge amount of already-released material (that requires a bit of conversion work should you wish to use it with 4th Edition) is great, as is having all you need as a player condensed down into a single book.

The Pathfinder Core Rulebook was published by Paizo – they’re currently on their fourth printing. Available in all good game stores (as well as from the Paizo website), it retails for $49.99 in the US, while in the UK the RRP £38 – shop around and you’ll find it for less though (like on Amazon, where it’s around £26 – well worth it!). Now, where’d I put my dice bag…?


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Basements and Beholders

Here’s the second part of Chris’ splendid tutoreview (it’s a new word, honest) of Dungeons & Dragons. If you’ve missed out on the first bit, it’s right here: Kobolds & Cave Crawling. Enjoy!


Dungeons & Dragons‘ focus is on combat: this has been the case since the earliest editions, and this continues to be true to date. As mentioned before, when picking attributes, most decisions will relate to how the choice will affect your class in combat. That said, attributes are also the base for the limited number of skills you can choose from, that will be of use outside the realm of bashing in skulls. D&D4E is not a game where you will find ‘Basket-weaving’ on anyone’s character sheet, and the skills that are present are all tightly focussed around the games core aspect. They cover the essentials of What You Know (such as Religion, or History), What You Can Do (including Stealth, Endurance, and Athletics), Interacting with Others (Bluff, Diplomacy) and What’s Going On Around You (Insight, Perception). Each skill is based off of a stat, and then a small number of skills can be increased further by being Trained in them. At early levels, if you are Trained in a skill, you’ll probably be quite good at it, otherwise, you’ll probably be quite bad at it.

You don’t have much choice when it comes to skills; you’re either Trained or Untrained, and you won’t be trained in more than three or four of the seventeen skills on average. Compared to many other roleplaying games, this is very limited, but that’s not the point of D&D. If you want to play a deeply political game, with intrigue, subterfuge, with an emphasis on specialist skills and very little combat, then you can do that with D&D, but that’s not what it is best at. Criticising D&D’s lack of skill depth would be like complaining that Fluxx is too random, or that Diplomacy isn’t fast-paced enough. Combat is what D&D is all about, and that’s what it does well.

All of this focus on combat might lead you to think that there’s not much scope for roleplaying in D&D. Thankfully, this is far from the truth. You don’t need hundreds of stats to role-play a character well, in fact, too many rules can stifle a character, or distract from the elements that make them entertaining. The key details to flesh out your character’s personality are there in D&D4E. Is your character a scoundrel? Then take the Bluff skill. Are they big and tough? Endurance sounds good then.

By focussing on a few key aspects, D&D characters keep that fantastical, larger-than-life element that fits the game so well, and also means that there usually won’t be one character who can do everything, out of combat: usually, each person in the party will have a skill that will allow them to shine. There’s plenty of scope for dialogue and discussion in town, and the Dungeon Master is encouraged to fill the game world with as much, or as little, roleplaying and character interaction as their players want. It’s quite possible for entire sessions to pass without the immortal words “ok, roll for initiative” being spoken, if the group is enjoying some tense negotiation, or investigation, in-character, with a few Skill Checks thrown in to help determine how their efforts are received. Even once the gridmap goes down and the dice get picked up, that shouldn’t be the end for roleplaying: combat contains plenty of opportunity for heroic action, or amusing banter between the characters, and angry taunting of their enemies. D&D4E can be tailored to whatever the group finds enjoyable: it’s playable as a pure dungeon-crawl, with little or no roleplaying, right through to constant roleplaying with a detailed and exciting plot for the heroes to solve.

One of Dungeons & Dragons’ strengths is the amazing number of supplement books that are available to buy, to flesh out characters, add new features, and to describe the fantastical worlds that the game is set in. There’s a wonderful history that has been built up over the various editions; or I should say, there are wonderful histories, as a number of different D&D settings exist, many of which are supported with their own rulebooks today. Alongside this, there are books for the domain of the gods, books about demons, books for each of the varieties of character classes, books about the different races and peoples… If it’s part of the setting, chances are there’s a special book telling you more about it that you can add to your collection. This gives the option of tremendous depth, and is an excellent source of inspiration for any budding Dungeon Master, but can also sometimes be a drawback to the game however: there’s just so MUCH stuff out there that it can be overwhelming, and the books aren’t exactly cheap.

Thankfully, to be a player in a D&D game, you only need one book: the Player’s Handbook, which contains all the rules, and core races and classes (human, dwarf, elf, eldarin, dragonborn, halfling, and fighter, paladin, wizard, rogue, cleric, ranger, warlord). The DM (Dungeon Master, the person running the game, controlling all the monsters, describing the setting, and ultimately making sure everyone has a good time!) will also need at least a copy of the Monster Manual, which contains rules for bad guys to throw at the player characters across all levels, and will benefit a lot from a copy of the Dungeon Master’s Guide, which contains extra rules, info on traps, and general good advice on how to run a game. Any of the other books are entirely optional: a tasty sauce to go with the meal.

I’ve been playing roleplaying games for many years: 18 of them in fact, ever since I started going to school on a schoolbus every day, and played freeform roleplaying games with my friends to pass the time. Despite that, I’m a relative newcomer to D&D, having only been playing for a year or so. The things I like about D&D4E are the combat system, which has satisfying depth without being overly complicated, the wide choice of characters that there are to choose from, the simplicity of the skills setup that doesn’t distract the player with too many variables, and the rich background(s) that can be used as inspiration for your game. As with any roleplaying game, what you get out of D&D4E is very much dependant on what your group put into it. With some thought and effort from the DM, and a group of players working together, very soon you’ll be raiding the Dungeon of the Dragon Lich to seize the Eye of Vecna before it can be used by the Cult of the Hidden Eye to conquer the world, and all before bedtime to boot!

Dungeons and Dragons 4th Edition was released in June 2008 with the three core books, and supplements have been released almost constantly from then on. The D&D Player’s Handbook 1 can be acquired from games shops and good bookstores, for around £20/$30, or for a basic introduction that covers all the important bits you can also check out the recent reprinting of the legendary Red Box Starter Set – it’s around £15/$20. Availability and prices for the other books vary, but usually weigh in at around the £20/$30 mark. Many games stores will advertise local gaming groups who are looking for players, which can be a good way to find a group to play with if you’re new to the hobby. Give it a try, you never know – you may actually enjoy it.

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Guiding, lite – D&D Player’s Strategy Guide review

When it comes to games, there’s something (for me) really appealing about a hefty rulebook. While some people may like reading through mysteries in the bath or curling up on the sofa with a fast-paced thriller, I can often be found working my way through a glossy rulebook, working out how to play my latest purchases. Most games can be explained in a few scant pages, and there’s something to be said for a well written document with decent layout, perhaps a few pictures to demonstrate some areas or actions. When I think of good examples of rulebookery, my mind immediately goes to some of Fantasy Flight’s releases. They are beautifully designed, nicely put together and – above all – easy to follow (most of the time), even if they can be a bit long. Horus Heresy, I’m looking at you and your nearly 50-pages!

But what about when the rulebook is the game? Think about Dungeons & Dragons, where even reading through the Player’s Handbook requires a fair chunk of your time. It’s also advised that you have a look through the Monster Manual, and if you feel like being the DM of an adventure you’ve got the DM’s Guide as well. Three volumes, all of which are pretty hefty. It can be somewhat daunting especially if you’re new to the Fourth Edition, or even a brand new D&D player in general. That, thankfully, is where the newly released Player’s Strategy Guide comes in.

Is that Jim Darkmagic? I *love* Jim Darkmagic!

While the core books are admittedly rather heavy going, the PSG is a lighter introduction to the world of D&D. Compiled by Andy Collins and Eytan Bernstein, it’ll hold your hand as you take your first faltering steps into adventuring, giving a wide range of advice for new players. The book is comes in at around 160 pages – a much easier proposition to work through – and is split into four sections, each designed to help you come up with a more well-rounded character.

After a brief introduction, the first (and main) part of the book discusses how you should be going about building your character. Taking up half the pages – because, after all, coming up with your avatar in the world of D&D is quite a big thing – it’s easy to follow, very much pushing the idea of being comfortable with what you create. Everything from class and race selection to the powers that will be most beneficial (or detrimental!) for you is covered. Only one thing annoyed me a little: the personality-test style sections – the whole “oh, you answered this way, so you should really play this kind of character” thing felt out of place. D&D is supposed to be about escapism, so why would you want to play a character who is exactly the same as you? We want to slay foul goblins and eviscerate the undead, not pretend to be a tax inspector from a quiet town! Thankfully you can ignore this advice and read up on more useful stuff – I found the pages on building characters that make the best healers or can stack damage much more informative.

Building a decent party is covered in the next section – basically saying how you should balance your group to cover all bases and giving some examples of groups both good and bad. Part three looks at strategy and tactics, looking at how you can play aggressively or defensively and what the different roles should be responsible for. There’s also a useful Troubleshooting section should your combat be taking too long or your ranged attacks keep missing. Actually playing D&D is the focus of the final part of the book, which can be condensed into “have fun but don’t be an idiot” – useful advice in anything, really. To be honest, while much of the advice in the PSG is common sense, new players will find it invaluable to help them get into the game without being blasted with too much information.

Something I really liked about the Player’s Strategy Guide were the “Tell Us About Your Character” boxouts – experienced players, from game designers to writers were asked to talk about one of their favourites from their D&D career. It’s nice to see people talk about the reasoning behind their characters, and you can really tell that these are folk who truly love the game and embrace it. Another mention must go to the artwork throughout the book – it’s got a more cartoony feel (the cover really stands out, drawn by Penny Arcade’s Mike Krahulik who is actually an avid player himself) as various comics artists have been asked to contribute instead of the usual fantasy artists you associate with the D&D title. I think it makes it more accessible to newbies too – reading the PSG is certainly not as scary as the regular core books, although you’ll have to have them to hand when you start your adventuring in earnest.

All in all, the Player’s Strategy Guide is far from an essential purchase for experienced members of the community, but someone who has no experience in Dungeons & Dragons will certainly find it useful. It takes you step-by-step through everything you need to do to create and develop your first characters, and while it can come across as a little too mollycoddling in parts, even those who have been into D&D for longer will find it an interesting read.

The Dungeons & Dragons Player’s Strategy Guide is written by Andy Collins and Eytan Bernstein and published by Wizards of the Coast. It’s currently available for around £16 on Amazon.  Also, if you’ve not listened to them, the WotC Podcasts are really good, especially the Penny Arcade / PVP / Wil Wheaton adventure episodes – go listen!


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