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Advanced Player's Guide (Sword and Sorcery Studios) Hardcover – April 26, 2004

4.6 4.6 out of 5 stars 2 ratings

Take Your Game to a New Level The Advanced Player's Guide is a companion volume to the Player's Handbook and other d20 core rulebooks which provides a wealth of new rules options for players and Game Masters. New and expanded classes, new skills, new combat systems, new magic systems and more -- all the tools you need to supercharge your campaign!
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Product details

  • Publisher ‏ : ‎ White Wolf Publishing (April 26, 2004)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 224 pages
  • ISBN-10 ‏ : ‎ 1588469611
  • ISBN-13 ‏ : ‎ 978-1588469618
  • Item Weight ‏ : ‎ 1.85 pounds
  • Dimensions ‏ : ‎ 8.7 x 0.6 x 11.1 inches
  • Customer Reviews:
    4.6 4.6 out of 5 stars 2 ratings

About the author

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Aaron Rosenberg
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Aaron Rosenberg is the award-winning, #1 bestselling author of the DuckBob SF comedy series, the Relicant Chronicles epic fantasy series, the Dread Remora space-opera series, and—with David Niall Wilson—the O.C.L.T. occult thriller series. He's written tie-in novels (including the PsiPhi winner Collective Hindsight for Star Trek: SCE, the Daemon Gates trilogy for Warhammer, Tides of Darkness and (with Christie Golden) the Scribe-nominated Beyond the Dark Portal for World of WarCraft, Hunt and Run for Stargate: Atlantis, and Substitution Method and The Road Less Traveled for Eureka), children's books (including two original series, Pete and Penny's Pizza Puzzles and The S.T.E.M. Squad, and work for PowerPuff Girls and Transformers Animated), roleplaying games (including original games like Asylum and Spookshow, the Origins Award-winning Gamemastering Secrets, and work on The Supernatural Roleplaying Game, Warhammer Fantasy Roleplay, and The Deryni Roleplaying Game), young adult novels (including the #1 bestseller 42: The Jackie Robinson Story, the Scribe-winning Bandslam: The Novel and two books for iCarly), short stories, webcomics, essays, and educational books. He has ranged from mystery to speculative fiction to drama to comedy, always with the same intent—to tell a good story. Aaron lives in New York with his family. You can follow him online at gryphonrose.com, on Facebook at facebook.com/gryphonrose, and on Twitter @gryphonrose.

Customer reviews

4.6 out of 5 stars
4.6 out of 5
2 global ratings

Top reviews from the United States

Reviewed in the United States on March 27, 2012
This source book has a lot more going for it than the title would leave you to believe. Sure, it opens up with a system of merits and flaws and providing racial modifiers to the core classes, segueing nicely into a few Prestige Classes, et al. But come Chapter Three, we get some great combat stuff - various ways to use Initiative, critical fumbles, weapon speeds, armour damage, healing, down to the finite detail for Critical Hits, permanent injuries... I could go on. A GM/DM/ST (whoever runs the game) could live in the pages of Chapter Three for the duration of a dozen different storylines.

Chapters four and five are steeped in alternate magical systems, including a much desired spell-point system. Also in the mix are skill-check based casting rules and a few new/alternate magic systems such as geomancy and soul-crafting. But we haven't even hit the best part yet. They did indeed save the best for last.

The final chapter details in simple rules for creating cities. And when I say simple, I mean the cities has Ability Scores and Modifiers like every other D&D character.

So ignore the title. Whether you play in the game or run the game for others, you can do a lot worse than this book with tonnes of alternate material for everyone at the table.
Reviewed in the United States on May 18, 2004
.... But they are not kidding when they say its for the advanced player. This book is filled with alternate rules for criticals, fumbles, combat, magic, and core classes. Of course if has a handfull of prestige classes but it also has "Elite Classes." Elite Classes are pretige classes that have much higher requirements to enter, usually requiring your character to be 12th, at least. The new core classes are mostly alternate spell casters, complete with enough new spells to fill out thier spell lists. It also contains a different set of epic rules, though it is not as thorough as the epic rules published by WotC. The alternate magic system, mana, is nice for those that dont like the idea of only being able to cast X spells of a certain level perday.
One section in this book I think deserves 6 stars deals with "town" building. Communities have stats, skills, feats, and levels like characters. This provides "guidance" on what sort of atmosphere, goods, and services you could expect to find in a town of X size. For example, a town of 200 people will have 15 stat points to spend (to buy stats above 8) in 6 stats. Also, the town will have two class levels that might include military, arcane, religious, and civilian. Each gives access to different community skills and feats. The town "Torms Retreat" might be Military level 1 and Religous level 1 with the appropriate effects. These levels and along with other factors determine town wealth and reputation. Very cool.
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