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Draconomicon
By Robert J Defendi
I never paid much attention to the original Draconomicon. It had a Forgotten
Realms logo on the cover and I wasn’t the person in my game group who followed
the Realms, so I can’t compare the two, but when you compare the sheer volume
of information (read page count), the new Draconomicon wins hands down.
First off, I have to say, this is a pretty book. If you’ve glanced at it in
your local store, you know what I mean. The cover art is magnificent, the
interior art not far behind. There are sketches and diagrams supporting the text
throughout, and I just have to say kudos to Dawn Murin. I’ve done some light
art director style work, and I know producing a book half this pretty isn’t
easy.
But what about information inside?
This starts with a chapter called "All About Dragons." This chapter
contains information on what dragons are like at various ages, what their senses
can and cannot do, their outlook, their society, their weaknesses, their
religion, their physical dimensions, and of course, their language (with all the
little language lists WotC has put out now, I could probably tell you how to say
‘Mialee, talk to the ugly elf’ in about five different fictional tongues).
At first, I was a little annoyed by this chapter, by its length and its
attention to minutiae, but the more I read it, the more it grew on me. The
information here is great, and eventually, it will all be useful, whether for
flavor text in a campaign or useful tidbits for actual draconic confrontations.
This might not be everyone’s favorite chapter, however, and I’m not sure it
was a wise way to lead.
The next chapter is the DM’s Guide to Dragons. It starts with the
obligatory dragons in combat section, which is fine and deals with some
important topics such as flight maneuverability and breath weapon usage and
strategy. It then moves on to the section on draconic feats, which I loved,
expanding dragon combat options and meta-magic style feats like shape breath
weapon. Really a must have section in a D&D book, and well done. Next comes
my favorite section, the new spells. A race that seems to be the fountainhead of
magic in the new D&D needs a lot of spells which are all their own. These
are dragon spells, many of which effect the dragon’s breath, a natural
but to date overlooked aspect of the draconian magical lifestyle. I was really
impressed here. Next comes the new magical items, which was fine as well,
including things like magical claw sheathes for dragons. Finally come presitge
classes for dragons and rules on Dragon advancement. None of these jumped
out at me (except in the art, did I say kudos to Dawn Murin?) All in all, a good
solid chapter, and probably the heart of this book, where most campaigns are
concerned.
Next comes the Player’s Perspective chapter, which starts out, of course,
with the obligatory combat section, this time discussing how to fight against
dragons. We then move on to feats which are much as one would expect, well done
but nothing spectacular. Then we go into spells again, which is another
competent section. I was disappointed by the section on Dragon armor. I’ve
never liked dragon armor in the current game, its nothing more than prestigious
and you can make ridiculously little of it out of one dragon. I was hoping they’d
do something here to make it better in the new game, maybe given it abilities
that can be awakened with enchantments, but no. I was really let down. Next
comes a fine section on items, followed by the prestige classes. I really liked
this section, including must-have classes like the Dragonrider and Dragonslayer.
Then it moves onto dragons in the party, whether as familiars, steeds or player
characters.
The next chapter is New Monsters. Let’s just say this section is . . .
thorough. If your game is hurting for new and interesting dragons, then you will
love this chapter. If not, you’ll probably throw up your hands in surrender at
the horde of creatures in there. Near dragons and planar dragons and elemental
dragons (I thought the standard dragons were elemental, but I guess I was
wrong), skeletal dragons, dracoliches, zombie dragons, ghost dragons, vampire
dragons. This section is, uh, full. My favorite thing here was the horde scarab,
great to swarm over a party hanging on by a thread after defeating the adventure’s
boss monster, adding insult to injury. Someone in the design team has a large
number of ranks in the Ironic Death skill.
The final chapter is entitled Sample Dragons. Here each of the major dragon
types gets a series of sample characters and an (often beautiful) lair map. This
section is great if you need a quick mini adventure, and even if you don’t, it
will be of great help for a GM who wants ideas on how to build
a dragon in his home-grown adventure. Finally, there’s a section on [yawn]
sample hordes. I’d complain about this, rolling or writing up treasure is my
favorite part of a dragon adventure, but honestly, this book is so thorough that
I don’t know what I’d but in its place, and its not a big enough section to
impact the price of the book.
Conclusion
This is a well-designed book with a wealth of good information. Its worth the
money, especially if you play D&D because of your love of dragons (like I
do). For others, it’s good information if you intend to have dragons in your
game, but obviously, it’s not much use if you don’t. Still, I’d buy
it just for the artwork.
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