(REVIEW ORIGINALLY POSTED TO ENWORLD.ORG JULY 10, 2002 AND MAY CONTAIN OUT-OF-DATE INFORMATION)
Heroes of High Favor: Dwarves (hereafter simply DWARVES) is Bad Axe Games' first foray into the d20 marketplace.
Percent of OGC: Roughly 50% (see below)
First Impressions: DWARVES is another niche book - tightly focused; though I must admit it was not what I expected. 40 pages are given over to prestige classes - 4 pages per class. By my count, that means fully 2/3 of the book is prestige classes. I didn't expect the book to be so prestige-class heavy. But on going back and reading the "foreword" it is clear that this is in fact what DWARVES is meant to do - spend most of its time dealing with archetypical dwarven roles as reflected in the "favored class" of dwarves - fighter. Okay, fair enough... I need to change my expectations a bit - this book is meant to explore "dwarves through fighter since their favored class is fighter." A refreshing look at the almost forgotten concept of favored classes and what implications that will have on dwarven society (or is that the other way round?).
Initial Annoyances: The book wasn't what I expected. While that isn't necessarily bad, it WAS annoying. The rules for Runes were a bit hard to grasp on first read - it's easy to miss "how to activate runes" (though the second time around I got them). I also felt a little disappointed at the new Craft rules - mostly because I didn't feel there were enough options presented... I got to the end of the section and thought, "aw, is that it? I want more..."
Chapter Breakdown:
Chapter 1 deals with the "generic" aspects of dwarves. Gives a quick (really quick) overview of society, attitudes, and culture. Nothing new and exciting for RPG veterans here, but does help you get your "dwarf mindset" in gear before diving in to the meatier stuff. It's only two pages long and although much of it is fluff, it doesn't detract from the rest of the book in either tone or quantity. I was rather indifferent about this chapter, but hey, I've been playing dwarves for 20-odd years now, so I guess anything that gives me "basics of dwarven society" will be boring to me.
Chapter 1 is closed content.
Chapter 2 can be handled in four parts: Feats, Fighting Styles, Runes, and Old Uses for New Skills (read: "new stuff to do with the Craft skill"). Most of the Feats are are fighter-oriented and usable for combat. Nothing too new and exciting here, except for the Style Specialization options (nice segue into Fighting Styles, eh?).
Reminiscent of the old Complete Book of Fighters, this gives game mechanic backup to the player who wants to specialize in "weapon and shield" or "single weapon" or "two-handed weapon" or "two-weapon style." Nothing truly overpowering here - spend a Feat for a +1 bonus or mitigate a penalty by -2. This does a good job of giving "mechanical backup" to role-playing choices without creating uber-munchkins. Excellent job there.
Runic Feats, to the complaint of some, seem a bit underpowered - runes can't even be used without a Feat, and with dwarves' Charisma penalty, odds are that you won't get a ton of utility from, say, a rune that lets you use Cleave for a number of rounds per day equal to your Charisma bonus. Runes, however, have one saving grace - they don't have other prereqs. That means that a 10 Str dwarf can be Cleaving opponents. Also, you can channel turning uses into Runes - also makes sense, since one presumes that dwarves usually are busy fighting goblins and not zombies. A nice touch. I still think Runes are slightly underpowered, but that's fine with me... I don't need "escalation" where every new book gives PCs bigger and badder and better powers.
Finally, the Craft section details a few new mundane options for armor and shields. Loved everything about this but the length - I could have used another four pages or so of this kind of thing. This was, for me, the highlight of DWARVES.
Chapter 2 is all Open Game Content. :)
Chapter 3 is the "Chapter of the Prestige Classes." These are set up with 2 pages of "flavor text" and illustrations (not OGC) and 2 pages detailing the class and its abilities (OGC). A nice way to split the OGC and non-OGC bits 50/50. I felt that most of the PrCs are mechanically sound, if not always inspiring. The idea of a PrC for each multiclass archetype is refreshing, though - and they follow the idea that a PrC should not be categorically better than a standard class - just more specialized (better in some certain situations, worse in others). The PrCs are solid additions to a dwarven culture without too much ridiculousness. Highlights are the Tunnel Fighter (who gets flanking benefits when his opponent is near a wall) and the Battle Rager (whose "Against the Odds" ability worries me as possibly overpowered but I haven't playtested it yet).
Chapter 3 is 50% OGC, as noted above - the "flavor text" is not, but all the "crunchy bits" are.
Chapter 4 is a 2-page wrap-up of dwarven roleplaying. It presents seven (IIRC) dwarven "virtues" - which, when taken to extremes, provide the quintessential stereotype of stoic, greedy, grumpy dwarves. Nothing too exciting here for anyone but a first-time dwarf.
Chatper 4 is closed content.
PRESENTATION: The interior artwork didn't blow me away, but struck me as better than most of the artwork I've seen of late. Nice and clean, slightly Elmore-esque. Style points here for not trying too hard, but giving us quality material. The cover, by contrast, is BEAUTIFUL in its simplicity. Extra bonus points for the OGC delineation method - there is a "bar" at the bottom of each page that either does or does not contain the phrase "this page is Open Content" - all text (not pictures) on a page are OGC when this appears and they did a great job of layout so that things never felt "forced" and I didn't get "spillover" of fluff into the OGC crunchy bits. Definitely worthy of emulation for other publishers.
Conclusion: Not quite what I expected, but a pleasant surprise. Most of the book was "solid but not overwhelming." When I consider that the pages are half the size of the Quintessential X series, that tells me that this book is actually only 1/4 the size of the Quintessential X series. I felt that, on the whole, I got almost as much from DWARVES as I do from the Quintessential X series - because DWARVES seems more tightly focused (this is usually a GOOD thing when doing splatbooks). I can't justify calling it "great," since only the Craft rules struck me as really neat, though - very very solid, but little in the way of "WOW" factor. That I didn't get much of a "wow" keeps it from a "Superb" rating and instead earns it a "Good" rating (4/5); while its technical merits (layout, artwork, and rules adherence) are easily worthy of a 5/5, I felt the "idea" merits and "wow" factor were only in the 3/5 range - YMMV. The book certainly has no glaring weaknesses unless you hate Prestige Classes (and even if you do hate them, I urge you to look at the way they handled Prestige Classes - it's definitely a nice spin to see "archetypes" as PrC's instead of "neat bundles of powers"), and I am looking forward to Bad Axe Games' next release.
<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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