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Diablo II: Diablerie (Dungeons and Dragons) Paperback – December 1, 2000


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Product Details

  • Paperback: 96 pages
  • Publisher: Wizards of the Coast (December 1, 2000)
  • Language: English
  • ISBN-10: 0786917601
  • ISBN-13: 978-0786917600
  • Product Dimensions: 8.4 x 0.2 x 10.8 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: #1,276,975 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.

Customer Reviews

2.7 out of 5 stars
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Most Helpful Customer Reviews

12 of 12 people found the following review helpful By A Customer on December 16, 2000
Format: 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.
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7 of 7 people found the following review helpful By A Customer on December 21, 2000
Format: 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.
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8 of 9 people found the following review helpful By GYST on March 14, 2001
Format: 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.
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