Rabu, 06 Juni 2012

Download Ebook D&D MORDENKAINEN'S TOME OF FOES (D&D Accessory), by Wizards RPG Team

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Download Ebook D&D MORDENKAINEN'S TOME OF FOES (D&D Accessory), by Wizards RPG Team

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D&D MORDENKAINEN'S TOME OF FOES (D&D Accessory), by Wizards RPG Team

D&D MORDENKAINEN'S TOME OF FOES (D&D Accessory), by Wizards RPG Team


D&D MORDENKAINEN'S TOME OF FOES (D&D Accessory), by Wizards RPG Team


Download Ebook D&D MORDENKAINEN'S TOME OF FOES (D&D Accessory), by Wizards RPG Team

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D&D MORDENKAINEN'S TOME OF FOES (D&D Accessory), by Wizards RPG Team

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Wizards D&D Team

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Product details

Series: D&D Accessory

Hardcover: 256 pages

Publisher: Wizards of the Coast (May 29, 2018)

Language: English

ISBN-10: 0786966246

ISBN-13: 978-0786966240

Product Dimensions:

8.6 x 0.7 x 11.1 inches

Shipping Weight: 2.1 pounds (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

226 customer reviews

Amazon Best Sellers Rank:

#782 in Books (See Top 100 in Books)

I got my copy of Mordenkainen's Tome of Foes a tad early, and as a DM, I couldn't be happier. This book is a look at extraplanar existence in 5E, focusing on many great places (such as the Nine Hells) and interesting races (such as the Gith and the Eladrin) to add flavor to different places in a lot of campaigns. That said, this book might not be for everyone, particularly players, so I've decided to supply a rundown of what this book is and what it isn't.So, without further ado:WHAT THE BOOK IS:1 - A Tome of Terrifying Foes: A treasure trove of high CR monsters, providing loads of new, high CR monsters as well as republishing some particularly juicy enemies, such as Demogorgon from the Out of the Abyss module. Many of these creatures do not call the Material Plane their home, and are plentiful on other planes. The Feywild now has the Eladrin, the Shadowfell now has creatures based on negative emotions, Zariel the Archdevil makes an appearance, strange creatures known as Star Spawn, beings oft associated with Elder Evils or Great Old Ones, are also present, and many others are to be found. Any DMs who are running or intend to run high level campaigns, one shots, or content in places other than the Material Plane will definitely love the creatures this book provides.2 - A Tome of Lore: Mordenkainen's also expands upon lore elements present within 5E, such as the origins of elves, the inscrutable Raven Queen, the Blood War between Fiends, and other noteworthy pieces of 5E's lore. These bits of information and lore can easily serve as the basis for new campaigns, ways to add flavors to Devils, Fey and other creatures, and even grant perspective into elements previously established in other 5E Supplements.WHAT THE BOOK IS NOT:1 - A Player Resource: While the Tome of Foes grants so many tools and plot devices for DMs, it provides exceedingly little for players. In fact, the only new content designed with the players specifically in mind in this book are the new races/subraces. There are no new classes or archetypes, no new feats or rules that the players might want to use. There are wonderful bonds and background ideas for many types of adventurers, such as drow and duergar, but in my experience, many players will often gloss over written suggestions in favor of their own, though your own mileage with these new ideas will vary. While the new races/subraces are cool and interesting, if you are a player hoping to use this in a way similar to Xanathar's Guide to Everything, you will almost certainly be disappointed.2 - A Focused Book: Covering topics that span a multitude of planes, Mordenkainen's Tome of Foes does seem a little... all over the place. Yes, it provides much for extraplanar adventures, but there is no broad story to be told, no specific species expanded upon in the way that Volo's Guide to Monsters expanded on Beholders, Giants and so on. It expands more on racial and planar history rather than creature personalities, which some might find disappointing.FINAL THOUGHTS:As a DM myself in the midst of creating my own homebrew world, I love this book. It adds a lot of interesting lore to already interesting races/places, and expands upon a few that haven't really gotten much limelight in 5E. If I had been a person not interested in DMing, however? The five star rating I gave this book would have probably dropped to a 3. There just isn't much here for players, something that previous supplements all had. This is probably the first book since the Dungeon Master's Guide that is very, very heavily tailored to one side of the D&D player spectrum, in this case the DMs. If you're a DM looking for a new expansion on lore and high CR creatures, I recommend this book wholeheartedly. If you're a player, you'll probably want to skip over this one. The races/subraces aren't enough to justify a $30-$50 price tag.

This book is a mixed bag. On one hand, it does a good job of covering a few, specific areas very well. On the other hand, the title is such that many people might be led to believe it covers a broader range of topics than it does. I'd recommend this for the advanced DM, but not for the typical DM.As usual, the physical quality of the book is less that spectacular. Many of the pages in my copy were warped as if they had been wet at the factory when they were bound. Also the binding suggests that the book may not stand up to many years of service.Physical quality of the books has really been a failing of WotC. The staff has really been pushing the expansion of certain areas of its community/player base, but no one seems to be hitting the basic business side very hard. Producing a quality book - regardless of the content - should be a basic thing. It seems they need a Steve Jobs type of personality in place to insist on quality/presentation.

This is the best 5e supplement yet released, hands down. The care and attention to detail and overall presentation is exceptional. Given that the scope is for higher-level adventuring, it'll be a while before I can use most of the stuff within, but it's so well presented that it is inspirational for even stuff leading up to being able to use it. Plus, the lore about the playable races is peerless. Players and GMs both will benefit greatly from the first half of the book, and GMs who need high level ideas or new ways to challenge players will benefit greatly from the latter half. It seems to be greatly implying that a rerelease of Planescape or Spelljammer is forthcoming as well so we can look forward to even more material along these lines in the future

Good book, thorough lore and fun new enemies and character options.Needs substantially better packaging. The first book came with a heavily dented cover and torn pages. Even the replacement has mashed corners. Find this book in a hobby store if you want your book to look like new.

I was particularly disappointed in the last expansion, feeling much of the material was useful in only limited circumstances. I was worried much of the information would be a rehashed table or reprinted from other sources like the last book, because of this I was going to skip this book. Wow, am I glad that I didn't, this is a substantial expansion of lore and comes with plenty of usability.Great new monsters, solid factions and some good player character additions in the new racial variations. Not really any "new" player races, but good expansions on the existing and a great resource for a multiverse game. Definitely going to be a good one to flesh out the world and paint a much bigger picture with.

I hesitated buying this for awhile because I felt it wasn't necessary, and it isn't for my current purposes. Now that I have it, the content herein is so very much wanted. There is so much that is so useful.Want to know about the Blood War between Devils and Demons? How about how elves came to exist and why the Drow are so hated by surface elves? What plane do the Gith come from and why have they been at war for so long? This is the kind of lore you will find in this compendium as written by the great wizard, Mordenkainen (and most likely scribed by Bigby...another great wizard).Want to spin some new flavor to your campaign by introducing new or variant creatures? There is a plethora of new creature stat blocks here with the majority seemingly fiends. Arch Devils, Demon Lords, Yugoloths, Cambions, and more. There also new varieties of Trolls, Elementals, and Undead to name but a few.Again, while you can get by without this as a DM, it will expand your options by a wide margin. For a player, you can gain new lore on races and their pantheons which can help with character creation. If you are both, then it simply means you will get even more out of it.

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