Search results
Results from the WOW.Com Content Network
Oriental Adventures contains rules for ten character classes and three races to be used in place of standard AD&D classes and races. [5] The book presents new versions of the barbarian (here a warrior of the steppes, or a dweller of the forest or jungle) and monk, as well as new classes such as the ninja, kensai, wu-jen, and shukenja.
A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game.A character's capabilities, strengths, and weaknesses are largely defined by their class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. [1]
The guide starts with an introduction that defines the physical boundaries of the Underdark, and also describes the intent and organization of the book and gives a brief list of D&D materials which have a strong connection to the Underdark. [12]
An essential rulebook for any players and Dungeon Masters alike of the D&D game. 304: 0-7869-1550-1: Dungeon Master's Guide: Core Rulebook II: Monte Cook, Jonathan Tweet, Skip Williams: September 1, 2000: An essential rulebook for Dungeon Masters of the D&D game. 224: 0-7869-1551-X: Monster Manual: Core Rulebook III: Monte Cook, Jonathan Tweet ...
The ninja class represents the standard image of a stealthy fighter. A ninja can come unseen, attack quickly but furiously, then leave unseen. The ninja excels at quick, powerful attacks but lacks the combat stamina of other classes such as monks and fighters.
Dungeons & Dragons is a structured yet open-ended role-playing game. It is normally played indoors with the participants seated around a tabletop. Typically, one player takes on the role of Dungeon Master (DM) while the others each control a single character, representing an individual in a fictional setting. [24]
Cliff Ramshaw reviewed The Complete Ninja's Handbook for Arcane magazine, rating it an 8 out of 10 overall. [1] Ramshaw comments: "Ninjas are always fascinating. Partly it's a cultural thing, but in part the appeal is egotistical - a player who passes notes back and forth with the referee and who has goals he keeps secret from the rest of the party is bound to feel he's a bit special."
Adaptation of D&D rules 1982 Feudal fantasy Thinly disguised effort to create unlicensed D&D adventures Star Trek: Adventure Gaming in the Final Frontier: Heritage Models: 1978 Star Trek: Deep Space Nine Role Playing Game: Last Unicorn 1999-2000 Star Trek Role Playing Game: Last Unicorn 1999 Star Trek Roleplaying Game: Decipher 2002-2005