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20 of 20 people found the following review helpful:
5.0 out of 5 stars Excellent rules, good instructions, clear maps
It's now possible for even the severely map-challenged, namely yours truly, to design dungeons that are something more than an endless string of boxes connected by doors.

I realize that many resources existed before, but until now I hadn't found all those resources in bascially the same place, outlined so simply.

Whil agree with some critics of this book who claim...

Published on March 11, 2003 by J. Roberts

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15 of 19 people found the following review helpful:
3.0 out of 5 stars Mediocre work, but worth the cost if...
Similar products in the past have allowed for more customization, this seems a bit simplistic. If you dont want to invest a lot of time in creating a castle this is the right book for you. However, it has always been my feeling that if my character reached a high enough level to build himself a castle he will want to be picking out floral patterns for the drapes.

It's...

Published on May 24, 2002 by Jason P Bise


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20 of 20 people found the following review helpful:
5.0 out of 5 stars Excellent rules, good instructions, clear maps, March 11, 2003
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
It's now possible for even the severely map-challenged, namely yours truly, to design dungeons that are something more than an endless string of boxes connected by doors.

I realize that many resources existed before, but until now I hadn't found all those resources in bascially the same place, outlined so simply.

Whil agree with some critics of this book who claim that it makes building an impenetrable castle a little too affordable, I've always believed that it's the DM who's responsible for keeping the game from tipping too far in the player's favour, not the sourcebook.

What I really appreciated were the simple rules for figuring out how much staff a given structure would need, and how much you ought to pay them.

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24 of 25 people found the following review helpful:
4.0 out of 5 stars Solid instructions for a good solid keep, May 20, 2002
By 
Darren Sweet (New Brunswick, Canada) - See all my reviews
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
The Stronghold Builder's Guidebook (SBG?) provides both players and GMs with a simple solid system for building everything from massive castles in the clouds to dungeons in the underdark. I've purchased books on the subject before. Most are quasi-historical texts done up in game terms. The SBG is different. In addition to covering the usual subjects, it expands the concepts into a true high fantasy setting.

The book is broken into three chapters. The first chapter layouts out the steps for building your dream structure. The second chapters goes on to describe in detail a wide variety of components to use in building your stronghold. These components include everything from the mundane (i.e. a basic kitchen) to the wondrous (a Bier to Resurrection). Details are also given on magically enhanced walls and traps. Please note some of the information on traps is a repeat of that found in Song & Silent. The third chapter deals with how a stronghold interacts with the fantasy world around and also gives some good example keep.

All in all the SBG is a good solid reference for gamer who want a solid foundation for their castle building adventures.

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16 of 18 people found the following review helpful:
5.0 out of 5 stars Castles, Dungeons, and Forts, Oh My!, July 31, 2002
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
I remember a short campaign I ran a while ago, where my players amassed so much wealth that they decided to buy a tavern and some empty lots in the city they were basing out of. On those empty lots, they were hoping to open shops selling the jewels that some gnomes were going to sell to them. Having recently cleared out a gem mine, they had met the enterprising gnomes and struck a deal. Also, they were hoping to build a mansion on the biggest lot. I did not have this book at my fingertips, so I guessed and estimated. I now realize how wrong I was.

This book has cleared up everything I found difficult about building strongholds. It gives you details on how to build everything from a one-room cottage to a 200+ stronghold space dungeon. The rooms are not broken up into 5 feet and such, but into stronghold spaces, which are something like 20 square feet, maybe more. There are everything from privies to huge, fancy libraries, magic labs to heavily fortified barbicans and gatehouses, and nearly a dozen or more different wall types, both interior and exterior. It also gives you three or four premade strongholds, and details on how to run, assault, and conquer strongholds. All in all, this book is a godsend both to PCs and NPCs alike.

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10 of 11 people found the following review helpful:
4.0 out of 5 stars Useful book - easy rules, August 25, 2004
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This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
I bought this book a while ago and have found it informative and useful. The system devised for this book on keep construction is easy to learn and use quickly. Players simply purchase construction "units", which can be any type, ranging from armories, bedrooms, kitchens, temples, etc., then draw/place the units on a map accordingly. This makes the details of creating and building a keep to a minimum, and standardizing tasks so that they are not so mundane.

Other information I found useful was the commentary on working keeps into your campaign as bases of operations, using NPCs and staff to maintain your keep, and defending your keep from enemies.

An essential book if you're a player or DM looking to build or add a keep to your campaign.
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9 of 10 people found the following review helpful:
5.0 out of 5 stars Finally a useful stronghold building book.., October 28, 2002
By A Customer
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
This is a great resource for dungeon master who wants players to use their excess gold on something other than trying to purchase excess magic items.

The book describes how to create everything from a castle or tower to a store or inn. It also explains how existing dungeons can be retrofitted by an enterprising party. The best part is that the book contains a lot of cool stuff that costs a lot of money and thus entices players to reduce their gold pieces in a way that does not imbalance your game.

The best part is that this book will give players options at nearly any stage of their careers. A player can start an inn/tavern for under 15,000 gp... or blow 100,000 gp on that platform of telekinesis they need to impress their friends.

This book enticed my players to spend over 1.5 million excess gold pieces accumulated over nearly 5 years... this alone has gone a long way in balancing the campaign again and made them interested in finding more treasure to improve their strongholds.

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11 of 13 people found the following review helpful:
5.0 out of 5 stars A great source book for 3rd ed. D&D, May 15, 2002
By 
Anubis (Steelton, PA) - See all my reviews
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
This is a great book for both dungeon masters and players alike. DMs can use it to make extremly cool Lairs for their villans and what player hasn't dreamed of their character owning a huge fortress of their own? It has rules for makeing the buildings themselves, how much time and money it takes to build it and all sorts of magical proerties to add for flavor (such as flying, now you can actually have that castle in the sky that song talks about). It also tells you how many gaurds and workers you should hire based on the stronghold you design. There's a whole chapter on how to use traps and spells to defend your new lair. I'm going to use this book when ever I add a new Stronghold to my campaign setting and I think a lot of other DMs would benifit from doing so as well. Over all a great buy.
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15 of 19 people found the following review helpful:
3.0 out of 5 stars Mediocre work, but worth the cost if..., May 24, 2002
By 
Jason P Bise (Castle Rock, CO United States) - See all my reviews
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
Similar products in the past have allowed for more customization, this seems a bit simplistic. If you dont want to invest a lot of time in creating a castle this is the right book for you. However, it has always been my feeling that if my character reached a high enough level to build himself a castle he will want to be picking out floral patterns for the drapes.

It's still a good product, well written and creative, but in the end you will hunger for more content that just isnt there. Look for a similar product by Mongoose as thus far their Quintessential books have far exceeded the WotC books.

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9 of 11 people found the following review helpful:
5.0 out of 5 stars GREAT buy for both DMs & players, March 17, 2003
By 
"fubster" (Gulfport, Florida United States) - See all my reviews
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
this book has everything that a DM needs to create better dungeons and castles. as a DM, this book made it simple to make floor plans of just about every building in my realm, and i have never been able to make floor plans. I gave it to some of my players, and they all created individual castles for themselvs, complete with guards, traps and enchantments. i would reccomend this book to anyone, player or DM, who wants to make better floor plans or create a personal stronghold for your character.
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7 of 9 people found the following review helpful:
5.0 out of 5 stars Fantasy Building at its best, August 16, 2002
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
The SBG is a wonderful guide for those wanting to create a fantasy castle or stronghold for their PCs. Although a DM can use the information to build the local lord's domain and make it unique, my experience DM's build first and worry about costs later (if at all).
The modular sections has its limitations, but the additional bookkeeping a brick-by-brick system would incur won't be missed at all. Rather than taking hours to design a castle, you can throw a fortress together in about the same time you could cook up a character. And with the modular nature, you can simple add your own, just as you add new feats and spells to the core game.
As far as being a historical treatise on strongholds, forget it. This book is designed to promote how a castle would be built in a Fantasy world, with fantasy elements. Decade-long construction times for real castles and realistic treatments of seiges is nowhere to be found. Everything is designed for playability, from getting a castle up before a character croaks of old age to the effects of magic in shortening or shoring up a seige.
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3 of 4 people found the following review helpful:
4.0 out of 5 stars Strong walls and how to turn them to rubble...., July 22, 2002
By 
"dick_hille" (Bodegraven Netherlands) - See all my reviews
This review is from: Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
Good solid work on how to construct keeps and buildings where some players might like to spend their time.
I assume it is not very interesting for a DM to know what a given Keep is going to cost, but for those players who want to build their own castle, this is vital information. The rules on this are clearly thought out in such a way that it is still sort of realistic, but simple enough to be workable.
For the DM this book could very well be less interesting, but it still gives you a lot of back-ground information and it gives you a general idea of how big the different areas should be compared to each other. (If you want to feed 100 people you need a dining room about this large and of course a kitchen, which would employ about this number of cooks and needs about this area in floorspace.)

Besides information on buidling and protecting your new household, there also is information on how to take over the stronghold of a opposing power and how to go about at making sure that this opponent does not walk straight back in to kick you out again.

In short: a very good resource, that covers much more then just building a stronghold.

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