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Diablo II: Diablerie (Dungeons and Dragons)
 
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Diablo II: Diablerie (Dungeons and Dragons) [Paperback]

J. D. Wiker (Author)
2.7 out of 5 stars  See all reviews (9 customer reviews)


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Book Description

December 1, 2000
Now fans of computer roleplaying games and players of the Dungeons & Dragons(r) game can explore common ground. The Diablerie accessory brings all of the flavor and excitement of the enormously popular Diablo II computer game to the Third Edition Dungeons & Dragons game. Over a million magic items, five character classes, and more than a hundred spells and skills bring the world of Diablo II to life.


Product Details

  • Paperback: 96 pages
  • Publisher: Wizards of the Coast (December 1, 2000)
  • Language: English
  • ISBN-10: 0786917601
  • ISBN-13: 978-0786917600
  • Product Dimensions: 10.6 x 8.2 x 0.4 inches
  • Shipping Weight: 1.6 ounces
  • Average Customer Review: 2.7 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #1,027,763 in Books (See Top 100 in Books)

More About the Author

Originally from Indianapolis, Indiana, JD Wiker is a writer and game designer with over forty roleplaying game titles to his credit. After working as a designer for Seattle-based Wizards of the Coast, JD moved to the San Diego area and worked as an Intellectual Properties content manager and game designer for Upper Deck Entertainment. He relocated to the Washington D.C. area in 2008 to work on Mythic Entertainment's Warhammer Online MMORPG, then returned to Seattle in 2010 to work as lead writer for Runic Games, the design studio responsible for Torchlight.

After leaving Wizards of the Coast, JD helped found the d20 System design studio The Game Mechanics (www.thegamemechanics.com), while also freelancing for Wizards of the Coast and Paizo Publishing.

He currently lives in Seattle, Washington with his wife, Keri.

 

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12 of 12 people found the following review helpful:
3.0 out of 5 stars A haphazard conversion from computer to tabletop, December 16, 2000
By A Customer
This review is from: Diablo II: Diablerie (Dungeons and Dragons) (Paperback)
"Diablo II: Diablerie" is a Dungeons and Dragons supplement designed to let groups play in the world of the "Diablo II" computer game.

I really wanted to love "Diablerie." I'd bought and enjoyed the AD&D supplement "Diablo II: Awakening" some months before, and if the book didn't accurately portray the games, that was OK: The actual "Diablo II" computer game hadn't made it to stores by the time the game supplement was published, and I could live with the rough approximations of some of the spells and monsters.

More annoying was the bad editing -- one monster's hit dice entirely wrong, information missing and hideously incorrect maps. But, again, I lived with it -- I figured those involved were swamped in the last days before the launch of 3rd edition Dungeons and Dragons and I was still able to pull lots of goodies from the book to use in my campaigns, even if I couldn't run it straight as was.

Of course, none of that would happen with "Diablerie," right? After all, this was the third edition version of "Awakening," and since it presumably would just mean updating the previous book for the new edition rules, it would be easy to fix the errors that had come before. Nope.

First off, "Diablerie" isn't a 3E version of "Awakening," although it has a lot in common. The most important difference, bigger than the change in editions, is that "Awakening" provided the setting of Tristram and monastery dungeons from the original "Diablo" game. (It also provided early versions of the "Diablo II" classes and some monsters.) This time around, there's no Tristram, and the notes provided in "Diablerie" make it sound as though that setting won't be in the forthcoming adventure book "Diablo II: Hell and Back" either. So I won't be tossing out "Awakening" and having only one book of this sort on my shelves.

Instead, "Diablerie" is meant to be a player's supplement for the Diablo world. It has the five computer game classes -- Amazon, Barbarian, Necromancer, Paladin and Sorceress -- written up as full D&D classes. The abilities one gets to select from in the computer game are done in a similar manner here, with players able to pick from the appropriate set of abilities when their characters go up in levels. The magic-using necromancer and sorceress are similar to the standard D&D sorcerer class, but with unique spells and some different class skills.

There's also new weapons, loads of magic items (created Diablo fashion, with random prefixes and suffixes making for millions of possible magical items), some monsters and a short introductory adventure. Along with a copy of the Player's Handbook and Dungeon Master's Guide (and some dice), everything needed to play is here. Sort of.

"Diablerie" has an extremely thrown-together feel. Monsters from both Diablo computer games are mixed together here, providing neither simply an introductory set or a greatest hits sampling of monsters, but rather a seemingly random selection of them. In addition to magical items from the two Diablo games, a full page of magical items from the "Hellfire" add-on for the original game is included, but the socketed weapons which are so well-known in the new game aren't. We also get reprints of several skills for no apparent reason, along with two pages of what skills and feats are available, although without any information. "Diablerie" apparently isn't sure whether it really needs the Players Handbook or not, since so much of it is duplicated, yet the most important bits (spell descriptions) are sometimes left out.

There's also sloppy editing: After we're told not to use spells from the standard Players Handbook, "Diablerie" repeatedly includes them anyway in isolated cases. (Identify and Greater Magic Weapon from the Players Handbook show up, along with the Flame Wave spell from "Awakening.")

A bigger problem is that the book doesn't really model the game all that well. Sure, it would be a difficult, perhaps impossible task to make Diablo exactly fit D&D, with their very different magic systems and so on. In many cases a very good effort has been made (fatigue and item damage rules are well-done), but in others, some of the most popular elements of the computer game are casually cast aside for no apparent reason: The ubiquitous necromancer's Bone Spear spell, for some reason, is a modified version of the Players Handbook Spiritual Weapon spell, instead of a necromantic version of Lightning Bolt. I'm playing a necromancer in Hell Mode in the computer game, and I can't recall ever seeing a bone spear stabbing a victim over and over and over again.

A final nitpick: The book repeatedly refers to the planet the game is set on as Khanduras. Players of the computer game know that's the country the first game and the first act of the second game are set it. Yes, the planet's real name, Sanctuary, is cheesy as can be, but come on, guys.

When "Awakening" came out, I picked it up as a way to spice up my D&D game in the weeks before the new version of the D&D game came out, and pulled out monsters and magic items that my players had never encountered before. That's probably the best use of "Diablerie," too, but I'm pleased with the new 3rd edition Dungeon Master's Guide, and all the new stuff it offers, so I'm unlikely to use this book in that way, given its eccentricities.

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7 of 7 people found the following review helpful:
3.0 out of 5 stars Some good stuff but disappointing, December 21, 2000
By A Customer
This review is from: Diablo II: Diablerie (Dungeons and Dragons) (Paperback)
Diablerie is a guide to games in Diablo II world using 3rd edition D& D. Compared to the Diablo II Awakening 2nd edition product this was a very disappointing product.

Diablerie provides 5 Diablo classes, spells for necromancers and sorcerers, tons of magic items, the weapons and armor of Diablo, some monsters and a short adventure.

There is annoying and smarmy commentary in the introduction and at the monster section which should not have been included. There is poor editing, the skill points for classes don't mesh with the starting packages, it says spells that are similar to standard D&D spells are repeated then in the description it simply refers to the players handbook. It says it won't repeat unnecesary information from the PH but it includes charts for every class showing they get the standard feat and ability score progression (which every class gets in 3rd ed.) and the list of normal feats which is in the PH. It says you can't use armor without the minimum strength but no reference to what strength is needed for specific armors. certain explanation information is in wierd places disconnected from the concepts they explain.

It does not include all the monsters from Awakening, in particular horned demons, sucubus, and counselor demons are not done out (among others) and balrogs (now called megademons) are made much weaker offensively, instead of having an area of effect fire attack doing 1d6/hit die they have a breath weapon doing 1d10 to 3d10 usable 1/4 rounds.

No town and incredibly limited setting info.

Much shorter adventure.

No new Diablo feats.

All weapons seem to be either simple or martial weapons now and partial armor is introduced so you can get AC from wearing a cloak, gauntlets or even boots or belts (partial armor not cumulative with other partial armor or full armors). There are new weapons from the Diablo games with 3rd ed. stats but no descriptions, (what does gothic or ancient armor look like, how about crystal swords or giant axe vs. war axe, etc.)

On the plus side tons of logical and cool magic item powers and values (so you can enchant them in 3rd ed.) The monsters that are in there are typed (constructs, undead, outsider etc.) and have 3rd ed stats.

the necromancer and sorcerer are 3rd ed sorcerer variants and there are variant barbarians, paladins and new amazons.

I really like the warrior classes, they have lists of magical or martial class abilities but no spells. as they progress in levels they get choices of which class abilities to take with more powerful ones not available until higher level or with prerequisites. These are sort of super feats (for example, weapon focus with all axes, turn dead opponent into minor heal self potion, etc.) This choice but with class flavor, seems to be closer to what 3rd ed. should have been for many classes.

Some of the class abilities (particularly necromancer and sorcerer ones) could be turned into neat feats but power balance wiht normal feats may be a factor.

Good class, item, magic item and (although limited) monster uses for 3rd ed.

Poor editing and limited content particularly on descriptions, however.

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8 of 9 people found the following review helpful:
1.0 out of 5 stars D2, 3ed, March 14, 2001
By 
This review is from: Diablo II: Diablerie (Dungeons and Dragons) (Paperback)
With the release of the Diablo 2: 2nd ed, I must admit: I was pretty impressed. True, the game wasn't 100% refined, but the concepts that the dnd team had to work with were pretty well done.

That being said, the diablerie supplement was a rather large dissappointment.

Most of the material was simple conversion of the 2nd ed. version into 3ed format. True, the classes were displayed into 3ed, with some interesting improvements, but a lot of the D2 flavour was soured by "game balance" issues, which in my opinion were simply someone's opinion of how the D2 world should work, instead of how it did. A potent example was the extremely limited lifespan of a Necromancer's minions. Another was the fact that, unlike the computer game, a character couldn't master all the features of their class.

The spell conversion format was sadly done. In addition to the forementioned limited duration minions, many spells didn't function anything like their computer counterparts (cf: Bone Spear...). Additionally, while spellcasters were brought in line with the computer game, they were effectively truncated when compared to mainstream dnd.

The expected updates to the magic item system, including a comprehensive discussion of the gems and socketable items, was nonexistent. Likewise, the descriptions of the various items lead to a great deal of confusion over certain game effect issues, such as bonus stackability and over-lapping or contradictory effects.

Additionally, many blatent errors are present throughout the book. For the price you pay, you'd expect the editors to at least catch simple errors, such as table headings. Likewise, items in the equipment table don't quite match those in either the magic item listings or the character descriptions.

Despite all this, a DM willing to wade through a lot of errors can still make good use of this book. I'd suggest a good read-over to decide what revisions you'd like to make before starting play. Likewise, for the serious D2 gamer, a trip to the Chaos Sanctuary (linked through the Blizzard site) can provide a lot of clarifications and inspirations.

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