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World Of Warcraft The Roleplaying Game (d20 3.5) Hardcover – June 27, 2005

4.0 out of 5 stars 22 customer reviews

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Product Details

  • Hardcover: 394 pages
  • Publisher: Arthaus (June 27, 2005)
  • Language: English
  • ISBN-10: 1588467813
  • ISBN-13: 978-1588467812
  • Product Dimensions: 8.5 x 1 x 11.1 inches
  • Shipping Weight: 3.3 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (22 customer reviews)
  • Amazon Best Sellers Rank: #830,898 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Hardcover
I found the new WoW RPG to be very helpful and in many ways better written than the original Warcraft RPG edition. The book itself has a very high set of production values, with a hard cover, full color interior, and a large amount of art. Despite the fact that nearly all of the art is recycled from the MMORPG, it helps to add to the feel of the game, and provides a solid visual reference for players. Unfortunately, the book falls short in a good many areas, such as clear rules for assigning and gaining Hero Points, clear and consistent editing of text styles and content, and the like. The book suffers what I often refer to as "White Wolf Syndrome" - wherein several portions of the book appear to have missed their edits entirely, and are clogged with typographical "don't's" like hanging sentences, improper typographic styles (entire paragraphs bolded or set in a different font, for instance), "widows and orphans," and the like. However, it does not suffer from the ubiquitous "Page XX" problem of previous WW/S&S books.

The classes and races of the new WoW RPG are far more integrated into the game world than the previous edition, and this is a very good thing. They feel like their own independant creations, now, rather than just minor tweakings of standard D&D classes and races. My one gripe with the racial groupings, however, is that not all PC races have the new "Racial Level" option (borrowed from Monte Cook's "Arcana Unearthed" text), and that not all Racial Levels are created equal. Class-wise, I still believe that integrating a Mana-System instead of the Spell Slot system (modified from standard D20 or not) would have been easily done and would fit the feel of the game world more.
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Format: Hardcover
I've always loved Warcraft, and I've always thought it was one of the coolest fantasy worlds ever created. So, as should be expected, I had very high hopes when I found out about this new (and revised!) book that would let me play my D&D games in 100% Warcraft.

Now, I know that was a very cliché paragraph to start the review, and I'm sure you've all heard something like it before. I'm also sure you've all heard the next statement used to follow up said paragraph: Well, I was not let down by this wonderful product! It's very true. World of Warcraft The Roleplaying Game is perhaps my favorite of all the books I've bought to feed my roleplaying addiction. It has a brand new set of races, a brand new set of classes and a brand new set of feats and spells. All of which are very Warcraft in feel and all very playable.

Let me go into more detail about my favorites about the cool new stuff. I think the coolest new thing, which isn't really new at all if you own Monte Cook's Arcana Unearthed or Arcana Evolved, is the use of racial levels instead of level adjustment. I just think that's the coolest darn thing I've ever heard of. Instead of just leveling up slower, your character can take levels in your given race to gain your various high-powered abilities. This makes it very fun to play races such as the Tauren or the Jungle Trolls, and gives you more options when creating your character. I'm also in love with the ability of your character to build and operate all kinds of machinery and technology. I especially like the rules for firearms, where if you roll a 1 on your attack roll it's treated as the gun blowing up, and your character and everyone around takes damage. It makes for some humorous, and very dangerous, encounters. The new feats and spells are interesting too.
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Format: Hardcover Verified Purchase
Unlike the World of Warcraft on-line MMO, this "pen-and-paper" RPG allows for greater flexibility in role-playing and sheds new light on the serious adventurer in Azeroth. If you enjoy Dungeons & Dragons, Role Master, or any of the other "old-school" RPGs, then you're certain to enjoy this adaptation of the popular video game.

The system is fairly easy to learn and is apparently widely used with other RPGs. It does not mimic the MMO's race / class system but this is a boon, allowing players greater input into the development of their characters. Azeroth is not set in stone (or even in binary and glitchy patches) but becomes a dyamic, living place where anything can happen. (Hey, why not let the Night Elves forge a treaty with the Taurens? Killing off the undead or the gnomes becomes an option, as well-- or the dwarves-- or the humans-- or whomever.)

If you enjoy RPGs and you like the cult-classic MMO of the same name, you're sure to find this book a valuable resource and a pleasure in itself.
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Format: Hardcover
I have every published Warcraft Novel, as well as all the D20 Books, and of course the Warcraft Games. I love that Universe, and know it like the back of my hand- and this new RPG Book has a wealth of information. Whether you are an old fan, or new to the Blizzard Universe, this book has it all- but I did not give it five stars. Why? Well, even though it is full of information- it has a few places where it only tells half the story, so it could actually bring, in these few cases, some confusion to those that play Warcraft games(for example WoW). Other than these few half told stories, it is a great source of Warcraft material!
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