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Book reviews for "Reid,_Thomas" sorted by average review score:

The Properties of Gases and Liquids
Published in Hardcover by McGraw Hill Text (1987)
Authors: Robert C. Reid, Thomas K. Sherwood, and John M. Prausnitz
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Excellent Guide to Workings of ASPEN Process Model
The book is an absolutely practical treatise of applied thermodymamics. The explanations of how to use property estimation methods are excellent, but invaluable are the comments on their accuracy and recommendations as to when to use which method.

The book served as my operating manual for the ASPEN software for modeling chemical processes. The book documented nearly every method used by ASPEN.

Comprehensive, easy to understand
I was a bit unconfortable when I bought this book since I was suspicious that this one was one of those unreadable thermodynamic books. Fortunately I was wrong. This book provides you with a complete treatment of the properties of gases and liquids in a plain language stressing the understanding of the basic laws governing the behavior of liquids and gases instead of the mathematic that goes with it. The treatment of the topics is very suitable for engineers since it allows quick understanding of the phenomena and provides a wealth of correlations and methods for estimating properties. The appendixes contain all kind of basic information indeed helpful for applying the correlations showed. Without any hesitation, this book is well worth its price.

Lotsa Hotsa
Lotsa Hotsa Properties...


Sex, Drugs, Gambling, & Chocolate : A Workbook for Overcoming Addictions
Published in Paperback by Impact Publishers, Inc. (1998)
Authors: A. Thomas Horvath and Reid K. Hester
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Sex, Drugs, Gambling, & Chocolate
Not everyone is a candidate for 12-step programs like Alcohol Anonymous. Clinical psychologist A. Thomas Horvath provides an alternative to 12-step in Sex, Drugs, Gambling, & Chocolate: A Workbook for Overcoming Addictions. He says "the purpose of this workbook is to draw together ideas and techniques that have been well studied and used in the field of addiction psychology and to present them in one readable workbook."
Dr. Horvath begins with the concept that addiction is a habit, and like other habits, it can be changed. While addiction usually has worse consequences than most habits, and changing it can be extremely difficult, it is still a habit, and it can be changed. He defines addiction as "repeated involvement with anything, despite excessive costs, because of craving." He adds that "an addiction is a type of relationship between an individual and [a] substance or activity." The idea that the person is a victim of the substance or activity is erroneous.
He divides his workbook into chapters on the perceived benefits of addiction, the costs of addiction, understanding and coping with craving, choices, and building a new life. Each chapter has an overview, followed by a detailed discussion of the subject. Then comes questions which help readers connect the information to their personal circumstances. Each chapter also includes two or three simple projects designed to help individuals apply the previous information in their lives. Chapters end with a section titled "What's Important Now?" which give readers an opportunity to record their personal growth.
Horvath is at all times encouraging and supportive, realizing that change comes in small increments. He also keeps his advice very practical and doesn't resort to jargon or "psychobabble." He maintains that we all have choices, and recognizes that people feel resentment when told that they have to overcome addictive behavior. Horvath says "regardless of what anyone else thinks, its up to you what happens with your addiction."
Sex, Drugs, Gambling, & Chocolate is designed for those who are choosing to overcome any addictive behavior and need practical help with achieving their goal. Horvath's workbook is based on taking personal responsiblity for your behavior and does not require total abstinance or turning your life over to a "Higher Power," unless you choose to do so.

Finally, a Helpful Book About ALL Addictions!
This book is truly a helpful book about overcoming addictions or any "behavior" problem/habit. Dr. Horvath shows his readers how to recognize and overcome a variety of addictive habits WITHOUT a 12-Step approach (which, DOES NOT work for everyone). If you are not comfortable with the same old 12-step approach and you have some sort of "addiction" to overcome, whether it be eating, alcohol, drugs, shopping, whatever, this book is for you! Even if your "habits" are moderate. Dr. Horvath can clearly show you another way . . . a much better way. This book is the best I've seen so far, next to "Addiction is a Choice." THIS is the book that Oprah needs to talk about!!!

Will put you back in control of your life
This workbook is loaded with practical suggestions and will appeal to anyone who has unsuccessfully sought to overcome a serious addiction or habit using more traditional (i.e. 12 step) treatment approaches. Horvath, whose credentials are extensive and impeccable, leads you step by step through a rethinking process designed to accomplish goals you may have thought impossible. The workbook approach is straighforward and adaptable to a variety of addictive behaviors (over 100 are identified!--you can add your own). The author's warm good humor and tolerance will support you through the tough times. He is there to hold your hand in the darkness and encourage you when you slip. He gives you full credit for your own accomplishments. It's the closest thing to individual therapy you will find in a bookstore (virtual or otherwise). There are many up-to-date references and a useful reading list. Incidentally, the information presented is not hostile towards, or totally incompatible with other approaches to addiction, but is primarily intended for those who want a scientifically proven, rational approach to behavior change.


Thomas Reid and the Story of Epistemology
Published in Paperback by Cambridge Univ Pr (Pap Txt) (2003)
Author: Nicholas Wolterstorff
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An enjoyable introduction to the philosophy of Thomas Reid
This book successfully presents the importance of the work of Thomas Reid to those who are familiar with the Western philosophical tradition, or, as Reid likes to call it, the Way of Ideas. In particular, the explanations of Reid's arguments against the philosophical theses of the British empiricists (Locke, Hume and Berkeley) is particularly well-done, and are helpful in revealing assumptions of their outlooks. See especially the sections on indirect vs. direct perception and the chapter "Reid's Way with the Skeptic."
The only warning that I would issue concerning this book is that the section on the doctrine of common sense may be difficult for those with little background in the philosophy of Ludwig Wittgenstein, especially his "On Certainty," since Wolterstorff explains Reid's doctrine by way of Wittgenstein. However, he does a fairly good job of explaining both, so that this characteristic ought not to be a stumbling block for the sufficiently patient reader.


Karameikos: Kingdom of Adventure/Cd Game (Advanced Dungeons & Dragons, 2nd Edition: Mystara Campaign)
Published in Hardcover by Wizards of the Coast (1994)
Authors: Jeff Grubb, Aaron Allston, Thomas M. Reid, and Jeff Easley
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An incredible start
The much-acclaimed Karameikos set is perhaps one of the best ways to start off a fascinating campaign in a world that is as much based on wit and diplomacy as base hack-and-slash. Two low-level adventures are provided in complete detail (with CD support, which I did not find too useful), but the prize catch in this set is the enormous volume of Karameikos history, language, and culture, which completely describes the minute details of the this Kingdom in the Known World. The art is colorful and realistic, and the text is quite masterfully written and is very believable in places. Although the sound CD is not of much help during normal gameplay, it is a great source of sound effects not normally available.

The best boxed set with context and History ever
Okay, maybe the title is a bit much but that's how I really feel.

If you are keen on having a frontier kingdom that has a lot of unexplored territory, it can work very well. Additionally, the adjacent realms have large cities so you can always do city and diplomatic missions there.

Jeff Grubb, the main designer, is usually pretty good with his works and he did a great job on this one. Here are some of the highlights:

(1) Great maps of the realms and greater realms;

(2)family tree of the royal line with so so pictures;

(3) tons of info on the topography;

(4) uniqute and tantalizing History of the two racial groups in this game who are based on Historical slavs and Latins;

(5) info. on the beast men

(6) audio CD with short adventure; 2 more short adventures included;

(7) overall review of the political scenario;

(8) wonderful historical review; great overview of some legends known only to the DM;

(9) info on class level crimes and fines or punishment;

(10) slavic family details; some who scheme against the new king;

(11) a listing of the big names in back with pictures for some; includes their powers and abilities, as well as their politics, motivations and popular quotes.

(12) a summary of the nearby countries and what is generally known of them;

(13) details of major settlements with laws covered; ruler and population.

Overall, a great box set for those who want more help and History with their campaign.

Good Campaign Setting
Jeff Grub does an excellent job of portraying a frontier kingdom, utilizing some astounding illustrations and a rich History based on Slavic and Roman/Byzantium Folklore.

I would advise this for anyone who wants a general setting rich in History and traditions, but who then wants to build upon them. Great general map of the lands, the whole continent and the capitol in Karameikos. Also, great spread on the big political figures with pertinent details. They even have famous qoutes as well as qoutes that others say about these hot, political figures.

Lastly, there is a good spread on the customs and the various laws in the country. I like that there are some unusual customs in the society, which aren't standard in medieval societies, so that it makes it appear the GM has done some work on his/her setting.

If you want something that does all the work for you or that gives you a ton of maps or a lot of adventures, this isn't your cup of tea.

But, if you want a general background setup, so that you can then work on the SPECIFIC details, then this is the best campaign setting I have found. Great qoutes, too, to give one a feel of the campaign setting!


Insurrection (Forgotten Realms: R.A. Salvatore's War of the Spider Queen, Book 2)
Published in Mass Market Paperback by Wizards of the Coast (2003)
Author: Thomas Reid
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So dark, so cruel, so devious... bring on the Drow!
For those who are a fan of Salvatore's Underdark will not be disappointed. Salvatore's chosen disciples have big shoes to fill but they seem to be doing just fine thus far. Insurrection is a good buy for a Drow junkie and an excellent follow-up to Dissolution. My only gripe with the series is the fact that, typically, shared characters have been something left to the Dragonlance series. While I'm sure it allows the publisher to pump out books at a quicker pace, it does live up to the Forgotten Realms' MO. This may seem like a minor issue that becomes virtually transparent when you simply sit down and read the books... but I noticed the differences of the characters between authors.

In her infinite wisdom concerning the benefits of chaos, Lolth, the Queen of the Demonweb, has fallen silent to the prayers of even the most devout of her followers. Such silence does not bode well for a matriarchal society whose 'stability' eternally teeters back and forth upon the chaotic whims of the noble matron mothers. Their rule is absolute for the power they wield is that which is directly channeled from Lolth. Mercy, love, sadness and friendship have no place in the dark world of the Drow. But what would happen if that overbearing power no longer existed?

Insurrection picks up where Dissolution left off, a party led by high ranking nobles of the City of Spiders, Menzoberranzan, is sent to the trade city of Ched Nasad to discover the reach of Lolth's silence. In true Drow spirit, such a monumental opportunity to drastically improve one's station is never given up. Deceit, lies, conspiracy and bloodshed is what ensues... the very lifeblood of Drow society.

May the War of the Spider Queen continue in all its chaotic glory...

I liked it! Gimmie more! Next book please!
I really enjoyed reading the second book of this series. Even though the books are written by different authors, I felt the characters maintained the same quirks and wit from the first book to the letter. The differences between the two drow cities was a nice touch, rather than being carbon copies of each other. The political fight,as well as the physical fights, were very enjoyable. Can't wait for the next book!

Keeping with the Drow tradition
Excellent book, can't wait for the next one to come out. We finally have a mage who loves to cast magic and play with fire. Anyone who has read anything about the Drow will love this series.


Epic Level Handbook (Dungeons & Dragons Supplement)
Published in Hardcover by Wizards of the Coast (2002)
Authors: Andy Collins, Bruce R. Cordell, and Thomas M. Reid
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Not what you may think
If you're like me, the first thought you have when you see this book is "It's for munchins" - y'know, those folks who pack twenty or so +6 vorpal swords, cast wish by the truckload and slay the Tarrasque by breathing heavily on it.
Well, that's not what the Epic Handbook is about. It's amazing well-balanced and presents information and tools for characters who are the stuff of legends - Hercules, Achilles, Cu Cuchulain, Arthur Pendragon and the like. Not only are there tools to grant PC's some mighty impressive abilities, but there arelong spreads on info about foes to face such legendary heroes and a good section on how to keep it all in perspective and keep the level of power from getting out of hand.
The book certainly isn't for everyone. Characters who attain the levels in this book are mighty powerful compared to what most player's and DM's are used to in a normal campaign. D&D has never attempted to handle such legendary abilities, and it takes a special mindset to accomodate such play. Slapdash use of the rules can quickly bury a campaign, and in truth, most groups burn out before Epic levels are reached.
Still, it can be fun to strap on the Aegis of Athena, take up Excaliber, travel to the City on the Edge of the Abyss and go smite a demilich - if you think you're fool-hardy enough to try...

Breaching the 20 barrier
Now we finally know what's on the other side of the 20th-level wall.

This sourcebook, a mammoth tome if there ever was one, is all about D&D characters after 20th level. It includes character information, new magic, new items, advice on running epic-level games, new monsters, and a new campaign setting designed for epic-level play.

The heart of the book is the character section, detailing all sorts of options for people to try after 20th level. They've looked at classes, core *and* prestige (from DMG), and tried to find patterns to extrapolate from. Those that don't have easily extrapolable abilities get more feats than those that do. It does seem that they try to ignore some things...rogues, for example, get no more special abilities, though that's clearly a pattern starting at 10th level. They also include suggestions on how to advance other prestige classes not in the DMG.

Next, we have epic skills and feats. Well, the epic skill section is a list of new possible checks to make, such as the Balance DC-120 check to walk on a cloud. The epic feats are a mixed bag; some are really cool, others aren't. They do tend to assume that people play in a certain pattern...for example, druids are assumed to focus on shapeshifting, and clerics to focus on positive/negative energy channeling. It's written conservatively, with suggestions that if you want to change something, do so.

Next, we have epic spells and magic items. Epic spells require research and experience to create, and a Spellcraft roll to cast, but are often worth it...like Nailed to the Sky, which puts the target in orbit, or Contingent Resurrection, which resurrects the target if s/he dies. Epic magic items are also interesting; most of the wondrous items and weapons are extrapolations from previous items (i.e. gloves of +12 Str), but the rods and staves are very creative. There are also a few new artifacts, most of which are actually reprints. Interestingly, arcane casters can make items more easily than divine, which may or may not be intended.

Now, the most fun part of the book...monsters! After all, your epic-level character needs something to fight that isn't another character, right? So, now we have official 3e stats for things like the Demilich, the Winter Wight, and the Blackball (aka a high-speed, homing, teleporting sphere of annihilation). There are new monsters, like the colossus (really, really BIG golems), and a variant pseudonatural template (which jacks the CR of a creature up by 10-15 points!). A new type of monster is the abomination, which is the disfigured offspring of a deity and...something else, like the infernal, born from a deific/infernal or abyssal union, or the anaxim, a twisted mechanical creation. These tend to be mean.

Advice for running epic-level games is given, including official sanction of making the PCs pay for overly creative abuse of the Wish spell, but in general encouraging fun. The new setting is an interplanar city, called Union, full of portals and potential adventure. I think they might've gotten better results with Sigil (from Planescape), but Union works too. An introductory adventure is included, and ELH stats for high-level Forgotten Realms and Greyhawk characters are included.

All in all, this is a very good book. You'll need it sometime. However, be aware it tends to be kind of conservative, and that you may wish to jack the power up even more.

It's actually pretty good
If anything, the Epic Level Handbook is UNDERPOWERED compared to what was expected. The progression over 20th level is rather sedate.

Some of the skills pointed out as being ridiculous actually can be found used in - wouldn't you know it? - epics like that of Cu Chulainn or the Mabinogion or the Kalevala. Such tales from the real world are FILLED with heroes doing things like swimming up waterfalls and any number of other endeavors normally impossible for individuals, like diverting rivers. The book is about EPIC level play, after all. It's meant to evoke the kinds of feats (not in the D&D sense) we find in legend.

While the book does approach this level of play, it is remarkably conservative in what is presented. Sure, the epic spells are extremely powerful - but look at the prerequisites and cost! No character is going to be wielding such magic daily, if ever - unless the campaign was already way out of balance before the ELH was published.

The spells are good examples of what to do with the new "spell seeds" concept. The skills and feats are logical, and often kind of mundane, extensions of the material in the Player's Handbook. The new epic monsters are amazingly strange, unique, and powerful. Anyone worried about Monty Haulism cropping up with the ELH need only trot out some of these new critters into a campaign - then you'll see why some of the epic level material is needed. Even then, epic-level characters will be hard-pressed to even survive against many of these monsters.

I wasn't too keen on the section about the "epic city." I just wasn't convinced that such a city could exist (I think I saw 29th level, nameless NPC city guards). Plus, I just wasn't too inspired by it. I think that much of this section could have been replaced by more monsters, spells, skills, feats, and other supplemental material.

Overall, the ELH is a good addition to D&D, and covers areas of the game I've been waiting to see covered for 20+ years. All the wailing and gnashing of teeth about the book I've seen on the internet has been overblown - as I said above, the ELH, if anything, was underpowered compared to what was expected. And that's better than being overpowered.


Player's Option: Combat & Tactics (Ad&d Rules Supplement)
Published in Paperback by Wizards of the Coast (1995)
Authors: Rich Baker, Skip Williams, Thomas Reid, L. Richard, III Baker, and Jeff Easley
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Almost, but not quite entirely useless
I've had this book since the week it came out and I've never used anything from it. I offered my players a chance to vote on using the critical hit system in here, and they were overwhelmingly against it. Their main complaint was that if they were using it against monsters, then monsters would be using it against them, and it was too easy to die on dumb luck.

Perhaps it does make combat more realistic, but when a single swing of a sword involves 6 dice rolls and takes about 10 minutes to consult all the right tables and figure out all the modifiers and effects, I think you're doing something wrong. But, hey, maybe some people like that.

The monster tactics section is more useful, and if a DM uses it properly, he allows his monsters to become more than a ball of hit points that the characters have to reduce.

AD&D Combat will never be the same!
This is a very good book, I believe that everyone who wants more realistic Combat Rules and new Strategies, Proficiency's and Tatics will enjoy a lot this book. Many things is incluided like the new Critical Hit's System and table's of critical Hit's Severity. Ignore The guy that gave 1 star to this book, he probaly never read it or even have played AD&D because if he had, he will not say a stupid thing like a Goblin with a dagger taking off a arm from a Human. So if you want good and realistic Combat to your campaign you should already had this book! GET IT!

Great Addition
This book has everything that I already have implemented in my campaigns. The critical hit system is a bit extensive but the unarmed combat rules are fantastic. They could expand a little on the martial arts but they left that to DMs to do. I thought the book was one of the best new AD&D books I have read.


Diablo II Box Set (Dungeons & Dragons)
Published in Game by Wizards of the Coast (1900)
Authors: Bill Slavicsek, Jeff Grubb, and Thomas Reid
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Not as good as the The Awakening
I feel that experienced players should pass on this one. There are some minor adventures in here, so I suppose it can count as an adventure module of sorts rather than a box set.

The most useful thing in this item is the dungeon cutouts. Using them is so much easier and quicker than having the players map the areas they explore on grid paper.

Basically, the cutouts are generic illustrations of standard dungeon parts (30 Foot Hallway, 20 Foot Hallway, 30x20 Chamber, etc.) As the PCs explore you simply attach the parts to each other in Leggo-like fashion. Its actually quite workable and the art and detail on them is very good (for what it is).

The Monster counters are simple cardstock punchouts. They're messy and you'll lose half of them in 2 weeks.

You get a set of dice, so thats always nice. Unless you feel that some minor adventures and the dungeon cutouts are worth the price, don't get this item.

But, I can agree with the Lothaire, its a good introduction to Diablo/AD&D. Experienced players should think about it before purchasing.

Great value for those who want to start playing D&D, but....
This is a great way to learn Dungeons and dragons, and is a great intoduction to RPG's in general. It is a very low cost investment, so if you find you dislike roleplaying you have only lost a few dollars as opposed to buying several books and dice sepratly which could cost you [more than the Amazon price]. This set comes with five color charecter sheets, one for each class. They are Barbarian, Paladin, Necromancer, Sorcereress and Amazon. There is a set of dice, all those you need to play. There are "adventure tiles", which are essentially interlocking tiles which can help you form small dungeons to help your players visualise their enviorment. The book contains three small phamplets. One is a rules intro, one contains the monster statistics, the last is a book with a "quest" for the players to run through. Th Dungeon Master should only let the players see the rules book, the rest needs to be kept to himself to avoid spoiling the plot.

Essentially the plot of the quest is to have the players retrieve the Butchers Cleaver. Yes the Butcher from the first diablo. There are new npcs. This adventure does not take place in Tristram from the first diablo, but rather a smaller town some distance away.

The verdict: If your an experianced roleplayer: Pass on, maybe you should take a look at the AD&D Diablo 2 book "Diablo 2: the Awakining"

If you are new to pen and paper rpgs but have played Diablo: Definitly pick this up. It is an inexpensive intoduction to a great hobby.

If you haven't played any kind of RPG: A maybe, if you are interested in RPG's you should gather a group of five friends and divide the cost of this between you. Make sure you have friends willing to play, as you don't want to but this book and not be able to play the game.

Oh and by the way, this was supposed to come with minitures, but WOTC decided not to include them as it would drive the cost of this game up. Also, this product comes packaged with the collecters edition of the Diablo 2 game (its supposed to be around $60, only ten more then just the game and, it also has a soundtrak cd and a DVD with cinematic scenes from the game) No one knows when Diablo 2 the computer game will come out as blizzard is notorious form delays. So if you want this product you might as well pick it up now. And if you later buy the collectors edition, you can give the D&D Adventure game to a pal, so more people can learn to play.

Fantastic sourcebook/introduction to tabletop RPG
If you're an RPG veteran and want more info on the world of Diablo, get this book. If you love the computer game but want even more adventure (or want to run your own games), get this book. It's got everything you need to explore and adventure in the world of Diablo 2, using Advanced Dungeons & Dragons 2nd Edition rules.

I only wish that this (and D2 itself) had come out sooner. With D&D Third Edition only one month away, the rules in this box set will quickly be outdated. Still, it's a good buy if you're: 1) staying with 2nd Ed 2) willing to convert the rules (WotC is publishing a conversion booklet) 3) Just want tons of cool background information about Diablo 2


ADHD Rating Scale--IV: Checklists, Norms, and Clinical Interpretation
Published in Spiral-bound by Guilford Press (15 October, 1998)
Authors: George DuPaul, Thomas Power, Arthur Anastopoulos, and Robert Reid
Amazon base price: $40.00
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review of the "ADHD Rating Scale-IV" by George Dupaul, ed.
A very useful book for pediatricians and other health care professionals taking care of children. If you buy the book, you can use the forms in your practice.


Dark of the Moon (Ravenloft)
Published in Paperback by Wizards of the Coast (1994)
Authors: Thomas M. Reid, TSR Inc, and Clyde Caldwell
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The Siberia of Ravenloft
The module does tend to rope the adventurers along at the beginning, the kiss of death (? ) for any Ravenloft adventure, or any good adventure for that matter. The backstory is, as I've come to expect from Ravenloft modules, decently well developed, allowing for character involvement. Any adventure, however, that depends on the death of it's Darklord is rather weak, and such is the case in Vorostokov. The land does not have any other season besides winter, which seems too fantastical for me. There are two new types of monsters. Most importantly to me is the Slavic flavour, rather bland and full of despair.


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