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