Books : World Of Warcraft The Roleplaying Game (d20 3.5)

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by: Rob Baxter

 : World Of Warcraft The Roleplaying Game (d20 3.5)

Price: $69.98
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Binding: Hardcover
Dewey Decimal Number: 793
EAN: 9781588467812
ISBN: 1588467813
Label: Arthaus
Manufacturer: Arthaus
Number Of Items: 1
Number Of Pages: 394
Publication Date: June 27, 2005
Publisher: Arthaus
Sales Rank: 312252
Studio: Arthaus




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Product Description:
In a world ravaged by conflict, age-old enemies struggle to rebuild society amid a tenuous peace sparked by flares of violence as threats new and old clash in an endless conflict. Get to know the setting for Blizzard Entertainment’s best-selling online game World of Warcraft as never before, in this lavish full-color hardcover guide to the world of peoples of Azeroth.

More than just a setting guide, World of Warcraft: The Roleplaying Game translates the hugely popular computer game setting into a pen-and-paper roleplaying game. Published under the Open Game License, it features complete rules for play that are 100% compatible with revised 3rd Edition rules and the d20 System. Everything you need is now in one book — from character generation to 10 races and 12 core classes, from extensive technological creation rules to a wide variety of spells, from combat rules to details on generating settlements and cities! Also compatible with existing Warcraft RPG game material.



Customer Reviews
Average Rating:  out of 5 stars

Rating: 1 out of 5 stars - Never got it
I couldn't tell you a thing about my satisfaction with this product, as after placing the order and waiting about a month, I got a notice stating that the item was no longer available. I didn't pay for it, so there were no headaches there. What else is there to say?



Rating: 3 out of 5 stars - It could've been awesome...
I have very mixed feelings about this setting. (Which is definitely more of a setting than a system.) I, personally, would have liked a brand new system that allows for a more precise translation of the MMORPG to a tabletop paper and pencil game. I'll start with the positives:

It's great to have a system that can easily integrate into my existing D&D 3.5 game. The addition of new classes such as tinker, hunter, shaman, and scout are a great addition. Also, you have new variants on existing classes like paladin, warlock, druid, and rogue, just to name a few. I personally enjoy this version of the paladin over D&D's version. It's also nice to have new playable races like tauren and the foresaken. It's not completely compatible. I wouldn't advise mixing feats without some good old PC/DM consulting time. The game itself has a very strong D&D feel with everyone doing more damage. The weapons section feels like a new playground that you visit for the first time. From firearms to tauren totems, it's a nice selection.

However, there's a lot that could have been done differently. When I play the WoW rpg, I feel like I'm playing D&D...mainly because I am. A new system should've been written for a vastly different type of game. There are a bunch of things that I think should have been added.
1) Armor. In the MMO, you get a bunch of different pieces of armor. Chest, shoulder, wrist, hands, legs, feet, head and back. In this game you buy a whole set. It completely thwarts the idea of adding in any tier armor, or armor sets that are found in the game.
2) Level 1 - 20. In D&D, leveling is a big deal. In WoW, leveling should be easy and frequent. That's one of the main elements to the game that gives it its feel. They really should've made it either 1 - 60 or 1 - 70.
3) Class Translations. Some classes are done really well, like warrior, hunter, paladin and tinker. However, shaman, warlock and druid are horribly done. One of the main elements of shaman is totems. Shaman have tons of totems that all have their use and would easily translate to a PnP rpg. In the rpg, they have 3 totems. On top of that, they are a subset of the healer class (a really convoluted system) and shouldn't have been dealt with in the way it was. Almost none of the spells have been done really well. Since I know the D&D system extremely well, I can see them just adjusting certain things to make it kind of resemble the spells from the game. As for warlock, the MMO focus them in damage over time and demon summoning. In the rpg, they have 0 damage over time spells and they do have the demon summoning abilities (poorly might I add) but they don't have the stats for the things you can summon. Also, in the MMO, you have specific demons you can summon, but in this game you can summon anything that falls under general guidelines. I haven't sat down and studied druid, but from what I read, it's not well done either. Also, in the MMO, races have specific classes they can go into. (ex: Human's can be warrior, rogue, mage, warlock, priest and paladin.) In this game, you can have any race be any class. It's nice, but again, not like the game.
4) Talents. This is a major MAJOR factor in the MMO. This is one thing that could be considered the backbone of the MMO. This is not even present in this game.

There's more, but those are the main problems. I also have not been a fan of any of the supplement books. They tend to add more lore than rules and extra options. If you're a huge WoW fan, you're going to get this if you like D&D. If you don't play the MMO, this isn't the place to start. If you like the MMO, but not PnP rgps, try the board game or the trading card game. Those are well done.

Overall, I do have to admit that I enjoy playing this on occation and I am glad that I purchased it.



Rating: 5 out of 5 stars - Very good
Some thing are over powered but other one are amazing, D&D 3.5 is a step behind this rulebook.



Rating: 1 out of 5 stars - Mistaken Identity
As any WOW fan would know it is an online world full of advantture and role playing. The world is complex and difficult to learn for a newbie. So a book on how to navigate this complex world, full of hints and tips would be very helpful. Even at the heavey price of this book! Well this book with its hardcover and hundreds of pages of information does not have anything in it about the online role playing. It is printed as a optional boardgame for people who prefer playinga dundeons and dragons scenerio. This book is very misleading in its content and worthless to the online gamming fan.



Rating: 4 out of 5 stars - Not the Video Game but Worth the Effort!
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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