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Power of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement) By Ed GreenwoodEric L. Boyd ( Wizards of the Coast )
Release Date: 2006-03-14
Average Customer Rating:
List Price: $29.95
Price: $19.77 Eligible for FREE Super Saver Shipping on orders over $25.
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Product Description
Rule the Realms
You’ve survived countless deathtraps, slain hordes of monsters, and overthrown your fair share of petty warlords and would-be tyrants. Ever wonder what it would be like to hold sway as an influential member of the royal court, a mighty general, a powerful religious figure, or a successful merchant prince? Power of Faerûn shows players and Dungeon Masters how to play high-level characters and run high-level campaigns in the Realms. It presents worthy challenges and opportunities for heroes who have had their fill of crawling through caverns and plundering forsaken tombs.
For use with these Dungeons & Dragons® products Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™ Forgotten Realms Campaign Setting
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Complete Tripe
Why is it that in the Forgotten Realms only high-level characters rule things? Why is it that in the Forgotten Realms there are no political demarcations, despite the multitude of city-states and 'kingdoms' that dot the face of Toril (and the ethnic regions in the campaign setting don't count)?
"Power of Faerun" is a ham-fisted attempt to provide an answer to these questions and in doing so Boyd and Greenwood embarrass themselves. There is so much wrong with this book that I really don't know where to start - so if my critique seems a little scattered I apologise in advance.
The underlying assumption in this book is that a person doesn't have any ambition to rule anything until they are 32nd Level and have a stone horse (that actually looks more like a mechanical horse...) and a "+3 evil outsider bane flaming burst longsword" (I can hear the munchkins now..."+3! Is that all?).
Why does FR not have any 0-Level Church Patriarchs? or 1st-Level Merchant Princes? Because that would have required a paradigm shift in the thinking of the authors and they have clearly opted for the path of lesser intellect whereby they cater to the munchkin market.
Everything in this book is based on character level and feat selection, everything from mustering troops to garnering profit from a mercantile enterprise. Can someone tell me when the last time a CEO of Lockheed sold an airplane? Or when a General recruited some army privates? No one can, because they never have. The book completely ignores the necessary infrastructure that is essential for anything beyond a sole trader/lone mercenary.
This book is nothing more than an exercise in simplification and dis-jointed expression of ideas. When WOTC consumed TSR they took possession of the "Birthright" game line. Birthright was everything that "Power of Faerun" tries to be. Using the 2nd Edition AD&D ruleset, Birthright allowed everything from a troupe of adventurers running around bashing monsters and looting tombs to merchant princes and lords of realms.
The important difference is that the writers saw that adventuring didn't set you up to be a ruler, nor could it explain the 16-year old heir to the throne who had done nothing but live a decadent lifestyle and was suddenly ruling a large kingdom with a massive army and dynamic economy, warring religious factions, and so on...so you had 0-Level kings with 10th level bodyguards, not the other way around.
FR should stick to what FR is - that is groups of adventurers running around bashing monsters, getting the treasure and then buggering off to a city, healing up, selling/identifying the treasure and then off to do it all again. The entire premise the "Power of Faerun" is predicated on is fundamentally flawed and unworkable.
Simple advice - do not buy this book. Buy the core rules for Birthright instead and you'll see what I'm saying.
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AMEN ( ejnlogan )
Ed Greenwood has lost whatever he might have had. The man is responsible for killing my interest in Forgotten Realms RPGs. He has turned magic into somethat that can be bought for a few pennies out of a vending machine. Everyone in the realms seems to have some uber powerful magical item to make free use of. The history of the place has been way over developed and the creatures that are running amok across the countryside, its amazing that there is anyone left alive, but then if someone does die no big deal, just raise them so death does not matter either. Also there are way to many gods, as pointed out in some other book its amazing there is not a god for dinnerware. Also I fully agree with previous article about the man being obsessed with naked women oddly attracted to fat bushy old men, I noticed that in Spellfire and he repeats it in every one he has written, is there one of the Seven Sisters that Elminster hasn't scored with?
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power... ( jb4life2 )
not update info on the epic characters ofthe realms
could have used some more umph like epic spells and the like
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Power delivers on many areas for role playing but... ( joegk )
Power of Faerun
Written by Ed Greenwood and Eric L. Boyd
Published by Wizards of the Coast
www.wizards.com/forgottenrealms
160 full color pages
Hardback
ISBN 10: 0-7869-3910-9
$29.95
Power of Faerun is devoted to bringing the game outside the dungeon and to the courts, churches and wilderness by focusing on areas of character growth that while involving power, often involve power of a sort not traditionally associated with Dungeons and Dragons characters.
Ed Greenwood and Eric L. Boyd are two of the best scribes of Forgotten Realms material and while the game mechanics fall flat more often than not, thankfully the majority of the book is in the form of non-game mechanics with background details.
Interior artists include Lucio Parrillo, who also handles the cover, as well as fan favorite William O'Connon along with others like Eric Deschamps, Francis Tsai and others. Kyle Hunter handles the cartography this time around and provides maps that are generally easy to read and easy to use.
The graphic design, like most of the Forgotten Realms books, is top notch. The yellowed parchment pages still look great even years latter. Use of sidebars with darker yellow easily catch the eyes. Chapter titles are at the top of the page centered while on the bottom are page numbers. Layout is standard two-column format and makes good use of white space despite the page within a page design of the book.
In terms of coverage, the book provides little bites on numerous areas. It starts off with wielding power in the courts and moves to the battlefield. From the battlefield to the churches. From the churches to the market. From the market to the wild frontier. From the frontier to patrolling the roads.
Each section provides use of the Leadership feat as well as how to `play' that type of game. For example, when looking at Keep the Faith, information on what religious leaders do, as well as methods of daily worship, are provided. One nice resource is the listing of Faith Specific Prestige Classes in one spot.
Notes on moving up the different ranks are included. Looking at the frontier section for example, provides information on being a vassal state or a fiefdom, how to hold a territory and how to fight off the various threats ranging from bandits and brigands to diseases and monsters.
Each section has it's own maps and NPCs to help the GM use the material right away. If you wanted some sample frontier strongholds, you have Wolfwatch Manor and Stormhawk Keep, each mapped out with an overview and numbered with details. Stormhawk for example has fifteen different locations from the Foreyard to the Feasting Hall.
The section on Play the Market provides Dabron Sashenstar, a high powered merchant prince and his unique mount as well as details on his challenge to the Iron Throne's hold on weapons trade in the Heartlands. A place where clever players can start with Dabron as a patron and perhaps move into their own efforts.
My favorite part is probably the section on the market. When reading one of Raymond Feist's books, there was a whole section with the characters working the market and effecting change on the setting not through swords, but through trade. It's an area that despite six years of an open game license, has rarely, if ever, been detailed. The only weakness is that the section relies on the user have the Dungeon Master's Guide II as it uses the rules for running a business.
From there it moves on to discussing challenges for high level characters. Some of these are obvious like working for or against deities. Regardless of character level, deities are often able to provide challenges. After deities the older dragons are another great adversary. The most interesting option for high level characters though, are other high level characters.
This involves the most work on the GM's part while providing the most dangerous options. For some GM's, it's almost too easy to customize a villain to counter a player, especially a player whose ultra-specialized in one field. Have a fantastic ability to deal death with a greatsword but a terrible fortitude save? Have awesome abilities with fire magic but no enchantment? Still, the advice on using rivals is a good place to get ideas.
Sometimes though, it's not the strength of an individual enemy, but rather, that enemy's horde that you have to worry about. Wizards of the Coast recently put their money where their mouth was with this idea and their adventure, The Red Hand of Doom, deals with adventurers fighting against humanoids and their masters, the dragons.
In addition to details on different character options, details on the Border Kingdoms are included. The Border kingdoms fill a useful role in being a place that the GM can manipulate for his own use, much in the way a similar named kingdom in the Warhammer setting can be used. A place where characters should be able to make long term changes.
Details are included for numerous parts of the land including Bedron, The Land of Two Princes, Owlhold and the Realm of the Ready Sword. Each section gets it's own brief details but is more or less there to provide the GM a place to put his own marker, much like say the Wilderlands of the old Judges Guild.
The book closes off a bit weak with a section on how to rule. This includes expanded Leadership scores and rules for bringing in, and losing cohorts and followers. It's a solid chapter but could be used for any campaign as opposed to just a Forgotten Realms game. Included with the expanded chart for Epic Leadership, are feats to augment leadership such as, yes, Epic Leadership and Born Leaders, a feat that provides a bonus to your leadership score and a bonus to your Influence modifier.
Power of Faerun is a solid book for any D&D campaign. While the specifics are Forgotten Realms, they can serve as examples for someone running a Greyhawk or Eberron game. The rules and methods of working for the church or fighting in the courts are often overlooked in the game and this book provides background information on ideas of what type of conflicts and rewards await those whose dungeon is a castle or cathedral.
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An interesting sourcebook for high level play in the realms ( meatrace )
Very short review time. This book has NO CRUNCH. no prestige classes, no feats, no new spells. It does, however, have a lot of interesting information and tips on how to conduct an epic-level game in the land of Faerun.
Not to say that the book isn't fascinating, but its about 8 light years away from what I've come to expect from Forgotten Realms supplements. Know what you're buying, and if you think this sort of thing might interest you then give it a whirl. I can't give it more than faint praise overall though.
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