From: scythe@stein.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: 2nd Edition Handbooks
Date: 17 Dec 92 18:29:27 GMT
Organization: University of Washington, Seattle

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
=)

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