Welcome to GamingReport.com
Search
Where Gamers get their News Login|Create Free Account
Main Menu
· Home
· Your Account
· Submit News
· Discussion Forums
· Most Active Lists

News
· News by Topic
· News Archives
· Feature Columns
· MP3 Audio News
· GR News on Your Site

Reviews, Gallery & Conventions
· Game Reviews
· Search Reviews
· Want Game Review?
· Image Gallery
· Convention Calendar
· Convention Search

Other Options
· Send Us Feedback
· Recommend Us
· Interactive Site FAQs
· Members List
· Web Links
· Members Chat Online

Last Few Reviews
Camp Wanagi
Reviewed by: Marc Shayed
Spellbound: A Codex...
Reviewed by: Wayne Tonjes
Gaming Frontiers #4
Reviewed by: Butch Curry
Scarab Lords
Reviewed by: Butch Curry
Midnight
Reviewed by: Butch Curry
Dry Land: Empires o...
Reviewed by: Butch Curry
Crossbreeding: Fles...
Reviewed by: Butch Curry
White Collar Blues
Reviewed by: Marc Shayed
Mag-Blast: Second E...
Reviewed by: Butch Curry
Tenchi Universe
Reviewed by: Wayne Tonjes

Feature Columns

Editorials
Game Advice
Inside the GameStore
Interviews
Non-Gamer Report
Opinions
Special Reports

Cartoon Trivia Contest

Win The Cartoon Action Hour RPG & Tickets to the Hulk Movie!!
Click for Details

Good Stuff For You

Contests, Fun and Games
· Quizzes and Contests
· Play King's Hangman
· Online Games (Java)

Media Partners
Microtactix
Realms of Evil
GameWyrd  Roleplaying Resources
Four Horsemen Games
D&D Adventurers
KMANT
Suryvial

The Complete Monstrous Fighter’s Compendium

Reviewed by: Wayne Tonjes

The Complete Monstrous Fighter’s Compendium by Fast Forward Entertainment is a new d20 sourcebook for their Green Races campaign setting. On one continent of Elara, the dominant races, collectively known as the Green Races, are various monstrous humanoids, all striving to conquer the world and all quite evil. The concept of the setting is to allow players the freedom to run evil races without quite as much moral complications that constantly combating the ‘good’ races might entail. The Green Races are in constant battle with one another over control of a vast swath of territory that lies between the nations of men and elves to the north and the Southern Dwarves. This book aims to provide two key elements. The first is to give an overview of the different races of Elara. The second is to provide some more options for combative monsters in the form of feats, prestige classes, and spells.

From the company website:

“For the first time ever, the rules for playing D&D; characters are detailed that allow for your character to be one of the Green Races. Be it orc, goblin, troll, bugbear, ogre or any of the other (roughly) humanoid creatures, the stats, levels, feats, prestige classes, powers and abilities are here. This book is specifically meant for players wanting fighter characters, but game masters as well would benefit from the rules within.

This book is presented in the same style as The Complete Fighter book from Wizards of the Coast and offers players a chance to expand their repertoire of characters further into the realms of fantasy. Be the giant doing the bashing for once. Be the hobgoblin warrior or the troll ranger (oooh, that's a scary thought -- a troll that's even better at hiding in the forest!). Ever play a gnoll paladin? It’s all here! ORDER NOW!”

There are some telling features that can be taken from this quote. The first is that this book is compared to a 2nd Edition product, which it hardly resembles. This failure to relate the product with reality is somewhat indicative. The second is that a number of the described features are not actually addressed. Gnoll paladins are rather firmly denied, no real giants are detailed, and there is little regarding humanoid levels anywhere in the book. Despite these failings, the book does provide a good deal of information on the Elara setting. The first third of this book provides what Green Races should have: an overview of the races and their cultures. It starts with a concise history of the peoples of Elara. Then each of the Green Races and the five Good Races are described in the same format. General personalities, physical descriptions, relations with other races, alignment trends, their lands, their chief gods, primary languages, and typical names are all discussed. Typical adventurers and their reasons for following such careers are also described as well as a broader consideration of the racial goals. Concluding each section is the game mechanic modifiers like attribute bonuses, base speed, default languages, special abilities, and favored class, with the unfortunate exception of effective class levels. For orcs, goblins, and kobolds there is little need for class levels, as racially they are nearly on par with core character races. However, trolls, bugbears, ogres, and the new dragongoblins are much more powerful than a human or elf. There is mention of the vastly different levels of combat and social capability among the races listed and how it should be carefully judged. That is the point of effective class levels, so it is sad that the authors did not apply them. Also, the racial abilities and attribute modifiers for most of the races are already available in the Core Rulebook III or derivable from rules in Core Rulebook II. They are just conveniently gathered in one place here.

The second third of the book turns to classes. The discussion on classes includes a segment on using the existing core classes and prestige classes. Although this book is supposed to be focused on warrior classes, all of the classes are discussed here. After the general discussion, four new classes and twelve prestige classes are introduced. Two of the classes, the freak and twisted, combine certain magical abilities potentially derived from the gods themselves with pure fighting ability. The pikeman and tunnel rat instead focus on key fighting styles, particularly those of formation, pole arm units and tight quarter fighting respectively. These are generally interesting classes, although the second two could be reduced to prestige classes with little loss of ability. The prestige classes also offer some interesting foci. Some are rather expected, the clan leader, the chief’s fist, and the zerk, fulfilling natural roles within their tribes. Some are alternatives to more sophisticated classes or a little more specialized for the respective tribes. Unfortunately, four of these classes require spell use, one is a bard alternative, and another is basically an herbal alchemist, none of which really fit the fighter classes theme of this book. Some of the classes are reserved for Green Races or monsters, but the road warrior, weaponmaster, woodsman, and others are open to any race, making them useful for any campaign. A few of the prestige classes could use a little polish. For example, the ordering of the weaponmaster class abilities could be grouped differently in a more fluid manner that better reflects weapon potency instead of their damage type. But in general, the classes here are quite decent.

The last third of the book provides skills, feats, equipment, and spells for monstrous fighter types. The skills are relatively lame. The abilities of Artillerist are covered by profession (siege engineer), tunneling by profession (miner), the large handle animal skills are redundant with animal handling which does not have any size limitations, and oration is simply diplomacy or Charisma checks applied to groups. Of the skills given tactics is excellent and swinging is relatively good, although it requires a feat to learn at all which is rather bogus. The last skill, Inscribe Power Runes, probably should not be a skill, but a feat with requirement of craft (runes) or some other relevant material working craft. The feats are significantly better, with mounted large animal feats that give actual enhancements over the basic mounted feats in contrast to the skills for large animals. Some of the feats amplify existing elements with further ability. Two of the better samples, pathfinder that reduces travel times and read tracks which gives more detail, amplify the track feat. A few of these feats, while good, are not particularly combative, and a few are somewhat redundant with existing rules, but overall there are some nice feats introduced. The new equipment has a range of weapons, drinks, and special items. There is also one suit of armor, but it is a rather poorly set up suit that fails to reflect in game mechanics its description as excessively heavy, cobbled together parts. The magic items are a little better, although quite a few of them bestow damage when not used by the respective race for which they are meant. The six spells, which may seem out of place in a book on fighters, generally augment damage infliction of mass warfare capabilities. The rest of the book provides some guidelines on playing monsters. This includes a handful of specific deities to the monsters, height and weight ranges, and driving forces and attitudes of the Green Races. There are some tips for game masters, both in using monstrous characters and potential plots in the Elara setting. Some of this is a little incongruous with the focus of the book, although in general there is some excellent role-playing advice here.

The Complete Monstrous Fighter’s Compendium is a moderately good product for expanding player options to include monstrous humanoids. The class treatment here is some of the best Fast Forward Entertainment has ever managed. Some key details are missing, though, as noted and there are some problematic sections. Also, it does get a little off topic and focus. To truly provide a monstrous fighter’s compendium all the information on the races, all of the material for other class types, and the general history and guidelines should go. The first and latter parts should have appeared in Green Races. The middle issue should have waited for the respective supplements for the other main character classes that are inevitably to ensue. The editing and layout are also well done. The art is somewhat sad. One image is used repeatedly within the book, some are taken from their other products, and a lot of them look like old public domain style illustrations. One of them looks like an image taken straight from Don Quixote. This book does offer some good racial concepts and plenty of ideas. Just plan to work out some of the mechanics.

For more details on Fast Forward Entertainment and their new d20 sourcebook, The Complete Monstrous Fighter’s Compendium, check them out at their website http://www.fastforwardgames.com and at local game stores.

(Product Summary)

The Complete Monstrous Fighter’s Compendium
From: Fast Forward Entertainment
Type of Game: d20 sourcebook
Written and Designed by: Timothy Brown, Jonathan Cassie, Kurt Hauscheer, David Lyons, W. Jason Peck, Jarad Fennell, M. K. McArtor, Gary McBride, Steve Miller, Christoffer Trossen, and James M. Ward
Edited and Developed by: Christoffer Trossen
Graphic Design by: William W. Connors
Layout by: Brian Steenstry
Cover Art by: William W. Connors
Additional Art by: Tony Parker
Number of Pages: 128
Game Components Included: Hard Cover Book
Retail Price: $24.99 (US)
Item Number: FAF 2502
IBSN: 1-932201-30-0
Website: www.fastforwardgames.com

Reviewed by: Wayne Tonjes

Added: April 21st 2003
Reviewer: Wayne Tonjes
Score:
Related Link: Fast Forward Entertainment's Website
Hits: 354
Language: eng

  

[ Back to reviews index | Post comment ]






All logos and trademarks in this site are property of their respective owner. The comments are property of their posters.
All content unless otherwise noted are © 1999-2003 GamingReport.com. All rights reserved.