From: myleslee@next08pg2.wam.umd.edu (Alan Brady Ward)
Subject: Re: 2nd Edition Handbooks
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Fri, 18 Dec 1992 14:19:06 GMT

In article <1992Dec17.182927.2342@u.washington.edu>  
scythe@stein.u.washington.edu (The Grim Reaper) writes:
> In article <1992Dec17.141417.26079@bnr.ca> dclayton@bnr.ca (Don Clayton)  
writes:
> >Wel met,
> >
> >  I'm interested in getting some of the 2nd Edition Handbooks  
(Warrior/Priest/Rouge/
> >Psionics) so I thought I would query for information from the net.   
Some of the
> (Wheee.... flame time ahead)
> 
> >people I know who play with them say that they make the characters way  
too powerful
> >(especially the Warrior one).  Is this true?  Any information would be  
nice (i.e.
> >I don't want to stand in the game store for 2 hours reading them and  
then walk
> >out having not bought them).  Thanks.
> >
> >Until swords part.
> >
> >Don Clayton
> >a.k.a. Admiral Maverick, DM of the Drow
> >My brain, my thoughts, my words.
> >"I'm all lost in the Supermarket.  I can no longer shop happily.
> > I came in here for the special offer, guaranteed personality."
> 
> Okay, I'll bite.   The first thing to realize is that all the books
> make the classes/races more powerful, except for (obviously) the psi's 
> handbook.
> So here's my opinion-
> 
> Fighter's Handbook: Introduces kits, weapon fighting styles (nice),
>                     more weapons (some nice), more general combat
>                     info (called shots, etc).  All nice, in general.
>                     Overall, it's worth it if you like fighters,
>                     or if you have a lot of combat.  If not, it's  
useless.
> 
> Mage's Handbook: Okay.  Mage kits (no great ones), rules for wishes
>                  and illusions, some spells, more stuff on specialists.
>                  It's maybe worth it, but only if you're a total mage  
junkie.
>                  Otherwise, don't bother or borrow your friends'.
> 
> Thief's Handbook: Rules for thieve's guilds, LOTS of thief-only  
equipment.
>                   Some special items for thieves.  It's worth it if you
>                   play a thief.  Otherwise, don't bother.  Oh yeah...  
some
>                   good kits for thieves, also.
> 
> Priest's Handbook: Details about followers and strongholds.  Most of
>                    the book is taken up by ~60 generic priest  
descriptions.
>                    It gives stats for priests of death, time, community,  
etc.
>                    I like to play priests, so I got it.  It's worth it  
if
>                    you're trying to create gods for a world, or like  
priests.
>                    Otherwise, don't bother.
> 
> Psionicist's Handbook: New 2nd edition psionicist.  Much improved over  
1st ed.
>                        Is now an actual class.  Gives info on psi  
combat,
>                        psi powers, etc.  It's good if you are tired of  
the 
>                        other four classes.  Or just want to be able to  
teleport
>                        at first level =).
> 
> Bard's Handbook: Haven't seen this one.  From what I've heard, it's  
pretty
>                  munchkin.   They seem to introduce sub-classes of the  
bard,
>                  rather than kits.  I dunno.  A few new proficiencies  
and
>                  things.  If you think the "standard" bard is weak, get  
it.
> 
> Dwarf's Handbook: Excuse me while I puke.  This one is awful. Really,
>                   it's pretty munchkin.
> 
> There.  Personally, I'm waiting for the complete Hobbit ^H^H^H^H^H^H  
Halfling

I don't know about Halflings, but Elves are due in January.

Personally, I think the Dwarves book (what I've seen) is very good for  
giving you more insight on the race.  I created a Dwarven character  
(though I have not played it yet) and feel a lot more comfortable playing  
the race having seen some of the stuff in the book.

AL