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Frostburn: Mastering the Perils of Ice and Snow (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) By Wolfgang BaurJames JacobsGeorge Strayton ( Wizards of the Coast )
Release Date: 2004-09-29
Average Customer Rating:
List Price: $34.95
Price: $23.07 Eligible for FREE Super Saver Shipping on orders over $25.
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Product Description
A complete guide to playing D&D in the ice and snow. This 4-color supplement begins a new series of releases that focus on how the environment can affect D&D gameplay in every capacity. Frostburn contains rules on how to adapt to hazardous cold-weather conditions, such as navigating terrain with snow and ice and surviving in bitter cold or harsh weather. There are expanded rules for environmental hazards and manipulation of cold weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with icy realms are included, as well as variants on current monsters. There is enough adventure material included for months of gameplay.
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Best of the three, your basic well-done D&D book. ( smijin )
I bought all three of these books: Frostburn, Sandstorm, and Stormwrack, and this one was easily the best. It can appeal to a lot of different players and DMs, but obviously not everyone will like it.
For those of you that love intricate description, it has plenty of that. It has a lot of new settings and rules for playing in cold. It comes up with a lot of new and interesting ideas: strange types of snow, frightening ice bridges. Little things like that to include in a campaign.
Once you pass all of the new intricacies of cold, you'll find that Frostburn is much like other D&D books, but for me that was a good thing. It had lots of new monsters and prestige classes, and while this may seem, for some, like a cop-out, it's quite necessary for running a freezing cold campaign. You'll need those new monsters and of course your players will want to play those prestige classes. Some of the prestige classes and monsters are actually very cool and innovative in my opinion.
Of course the new spells and equipment, while not spectacular, are useful and a good counterpart for any of the prestige classes.
All in all, while this is not the best D&D book, I think it is very interesting and could be well-used in a campaign. If you're trying to decide on one of the three for a setting, I think this has the best blend of information and new prestige classes, monsters, etc.
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Good Effort!
This is a very good product that fleshes out the actic. WotC has spent a lot of time lately trying to flesh out various aspects of "standard" campaigns (likely because the aging professionals who play their games have less and less time for extraneous things--like building campaign worlds), and this product does a fine job of helping out DMs and players alike. It has a number of fairly interesting prestige classes, and a some very good feats. The neantherdal race is a very interesting PC race. The spells are pretty good, though rather standard and typical. Frostburn really shines, however, in its new monsters, and there are quite a few of them. Unlike some complaints, I felt the writers did a pretty good job of fleshing out the effects of extreme cold (though, perhaps, not good enough--but it's difficult to really know what -50 degree temperatures can do, especially week after week, unless you've lived in them, like I have). I highly recommend Frostburn.
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Great Series ( rbodine_2000 )
I'm a big fan of the Frostburn, Sandstorm, and Stormwrack series. If you're not planning to DM, the books provide interesting alternatives for your characters. If you DM and plan to do your writing for the campaign, these books are an excellent way to add flavor to your campaign.
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One of the best D&D Suplements I have
I am VERY happy with this book. Not only are the new critters exceptionally cool, but the conditions added ontop of the core DM's Guide, but the PRC's are well thought out, the new classes and races available are impressively balanced. Overall I would give this another 2 stars totaling to 7 out of ten possible but my limit is 5 so, there it is.
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IT'S A BIT FRIGID ( t_janson )
I kind of think WOC is really starting to Micromanage the D&D universe with so many specialized supplements. It's almost like they want to take all possible work and imagination out of the hands of the DM. Frostburn, as the name implies contains supposedly all the information you could ever want...in fact you WON'T want a lot of it...about adventuring into cold climates. There's info about dealing with the cold, hypothermia, snow blindness...There are frosty (and I really can't think of a better term...) versions of the standard demi-human races like glacial dwarves, snow elves, and ice gnomes, along with some new races such as the Uldra.
There are a number of new feats(32 in all I believe) and prestige classes but their really only usable in these colder climates so I'm thinking there's not much value there except maybe to the DM for NPCs unless your entire campaign is set in the arctic. The next two chapters deal with new equipment and spells. I didn't find all that much of interest in the equipment chapter but some of the new spells are pretty interesting such as the Column of Ice spell and Iceberg. There are also a couple of new domains for clerics: winter and cold.
Chapter six details new monsters although a lot of them are ones you're already familiar with such as the Yetis, as well as cold version of typical monsters like spiders, undead, etc. There are a couple of adventures included which I'd say may be about the best thing in the book. The Iceraver scenario has characters going to a haunted city on an iceberg.
As I mentioned...I think a lot of it is simply overkill. This could easily have been just an adventure with new spells, monsters, etc, without all of the rules about dealing with cold that most people will never use.
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