All the optional combat rules any gamer could want--in one volume! This first set of detailed rulebooks for AD&D game play includes alternatives requested by players, supplemental rules with global impact for the game, an advanced and improved tactical combat system, tables for critical hits and their effects, extensive information on armor and weapons, and more. Illustrations.
Good evening and welcome fellow Children of Chaos.
A lot of very useless rules but filled with some interesting fluff. The only rules I could see myself using here are the mass combat rules and then probably only once or maybe twice a campaign.
I actually got it a long time ago for the critical hit charts, that while fun, are totally game breaking for players. My monster rolled a crit, got head, and now you are dead, sorry PC, maybe next time a roll totally out of your hands will go better for you. It think some slight modifications and it could be fun.
One of the things I love is the expended weapon lists. Incorporating things like stone age weapons and black powder. Which always amuses me how they treat firearms like some space age thing in fantasy worlds when handheld firearms were more prevalent before the crossbow came into common use. Crossbows are technically more high tech than many simple black powder weapons.
All in all, the book isn't much use, but it is fun to read
This book is a goo example of ideas that you may want to use or that you may not. Specialization with weapons needs to be tightly controlled to maintain a sense of (yes I'm going to say it) realism in the game.
I know, the idea or realism in a fantasy game? But things have to stay real within the given fantasy realm or the game won't hold together. You want to allow you players to be heroes, but you have to be careful that they don't get too....super.
This book is useful and helpful, but it needs to be used within the given game boundaries.
While many of my friends swore by it I just couldn't get into the whole AD&D 2.5 thing. Combat and Tactics in particular found very little use in my games, most of the rules served to do little more than hinder an already slow combat system.
Unlike most other books of its line, this one actually has some good mechanical options to offer - though you'll want to keep a tight rein of them and judge each ruling in case-by-case basis.
That said, seeing as I don't require characters to find a trainer in order to level up, weapon high mastery can be used as a plot hook for this stuff instead: "You want to master the sword? I know this guy, far away, that..."
This is a really good beginning book for new D&D players. Its very easy to read and understand. Its a full way to learn and experience of the game. This plus some of the other books makes it easier to play with new players as well.
Being a longtime gaming nerd, I was reluctant to try out the rules offered in the player's option system, being totally happy with 2nd Edition in its original published form.
I'm glad I was talked into trying it. The player's option system (Also including the Skills and Powers, and Spells and Magic books) combine to essentially make AD&D 2.5 Ed.
The Player point system introduced in Skills and Powers, allows for incredible versatility in character generation. Two players, each making a fighter will end up with two vastly different characters despite being of the same class. The points also offer many options, for example: A player who doesn't quite qualify for that Ranger they wanted can 'approximate' the class by taking various skills and proficiencies to essentially make a Ranger, all without diminishing the uniqueness of the actual Ranger class.
The player points also offer a player in-game mulligans for those nasty save-or-die scenarios. A good system indeed.
The Combat and Tactics books examines not just the role of the fighter, but combat in general. The book offers a streamlined new combat system to replace the clunky combat system from the main books. Combat with the 'Phase' based initiative system is fast, exciting, and grounded. I introduced the system to a group of old-schoolers and they haven't looked back. Various combat options and specialties also give fighters such variety of skills without unbalancing the game, that no player has any more right to claim that fighters are boring old 'hack and slashers.'
Critical hit charts make those nasty hits exciting as a player waits to see if he's lost an arm! (Or taken an enemy's head)
The Spells and Magic book offer Mages and Priests a superior spell point system, which increases versatility immensely. The ability to amp up spells at the cost of using other spells, or vice-versa - to weaken them in order to allow others, gives a player with a wizard something to think about when organizing spells for the day. The 'Free spell' system also allows a wizard to save a spot for anything, but as double the cost of the usual 'fixed' spell option.
Overall I was impressed with the variations in the rules. 2.5 is my ideal of the game, (though I admit there's a lot in 1st Edition that has great appeal).
I've read a lot of criticism about the option systems, but it bears reminding that they are called 'OPTION' systems. You don't have to use it if you don't like it. I don't use all of the options, I use the ones that benefit the overall fun for everyone. Ultimately, you keep your game balanced, take what works, chuck the rest.
Or as it was known to my group The Big Book of Beating Ass. A lot of great stuff in this one that makes playing a fighter all the more fun. Specialization rules for not only weapons, but combat styles. Critical hit tables make combat more interesting and deadly. If I wasn't playing a thief, I wanted to play a fighter and it was because of this book. A must have for anyone who plays AD&D 2nd ed.