Review copies (standard
and limited edition) courtesy of Wizards of the Coast.
Pros:
New player options in
the form of class paths.
New rules for Dungeon
Masters. Some of them, such as how to determine area of effect
shapes, would have been very welcome in the original books since
they are so vital. At this point though, I think we've got a hang of
it but multiple methods are provided. The new encounter guidelines
are also nice and allow us to see how levels map to challenge
rating.
Random encounter
tables for just about every location.
A bunch of low
powered magic items.
New downtime
activities. And they are good! And they provide role-play and
campaign growth opportunity through the new idea of rivals!
Lots more full colour
art. It's no different than other books in this edition but lots of
art should always be commended.
The page design is
nice. The page outline and numbering are visually pleasing and fit
into the style we've come to expect of this edition.
Binding on both of my
books were perfect.
Could Go Either Way:
I'm not sure if I got
unlucky but there were some odd artifacts on a couple of pages in my
standard edition of the book. My limited edition was perfect though.
If you are picking one out at the store, and are a perfectionist,
you may want to keep an eye out.
17 pages of tables for possible NPC names. I'm never against tables in my books but some
people will definitely consider this padding, especially when the
book is already on the shorter side.
Cons:
It's a bit on the
short side. It's 192 pages long but it's a full price book. It's
even shorter if you remove the tables of character names. This makes
it hard to recommend over say the Monster Manual
if you don't have it, which is a 300+ page tome.
Few options that
weren't well received by me or my players. The 3 that stood out most
at my table were the Samurai archetype, and the spells
Invulnerability and Mental Prison.
No PDF, though
electronic versions are going to be provided.
This is almost there, but I think that if such a version was
included as a bundle with the physical book it would be far better
value. I also not needing to depend on the internet. One day.*
* Denotes nitpicking.
|
The Covers for the books. I'm quite a fan of these. |
Introduction
It's
already been a bit more than 3 years since the release of D&D 5th
edition (if counting from the release of the starter set), and in
that time we've had a few new options for players here and there. We
had some in the earlier adventures like Princes
of the Apocalypse,
as well as The
Sword Coast Adventurer's Guide
but so far it's been pretty restrained this edition. Instead we got
adventures that also functioned as introductions to settings. Curse
of Strahd
and Out of the
Abyss,
I
mean you. In Xanathar's
Guide to Everything,
we get a whole slew of new class options and spells for players to
choose from, but also a bunch of new options for Dungeon Masters
to sprinkle through their world. We also get some new downtime
activities and rules which appeal to both. Okay, Dungeon Masters can
also use the new spells and re-engineer the new class options, but if
you lock a clever Dungeon Master in a room with nothing but elastics
and toothpicks they'd still come up with a rule system by the time
you let them out. With that overview out of the way, let's jump into
the meat of Xanathar's Guide to Everything, which is kind of like The
Sword Coast Adventurer's Guide
with less fluff about the Sword Coast.
|
One of the spells I've already employed in one of my games. It's the kind of thing that makes for a good entrance for a necromancer. Dance, puppets, dance. It's also a good example of the kind of art to expect in the book. |
New Player Options
Just
about every class gets some love in some shape or form. New class
options and new spells are probably the biggest highlight for
players. The section on spells takes up 25 pages while the new class
options take up over 50. As well, we get a small number of new racial
feats. The suggestions for coming up with character stories are also
nice to see. Characters are more than a bunch of class levels after all. These take up around 10 pages.
If
you'd hope to love every option, I have to say that I did not. There
were quite a few that I'm really looking forward to see at the table.
I've got a player really wanting to try out the War Magic option. I
also based an encounter around an Oath of Conquest paladin in last
week's game. Spells are always a fun resource for Dungeon Masters and I'd be lying if I didn't sprinkle a few of them through my NPCs as well.
There
were also a few features and spells that my players didn't want to
see. My player who loves his fighters and other physical damage
dealing characters had a beef with the Samurai
option for fighters. He didn't feel the math quite worked out due to
the ability to regain a use of their main ability every start of
combat, leaving the Battle Master outmatched one on one when fully
prepared. I tend to flip flop on this point because the Battle Master
has some incredible tricks up their sleeve. Invulnerability
and Mental Prison were
more universally disliked. In the case of invulnerability it was due
to the massive advantage while still being able to cast out damaging
spells while for mental prison it was the lack of save attempt after
the spell succeeded. At this point in my RPG playing career I've come
to realize that there will probably never be a book of rules/player
options where I'm happy with everything. A few such issues can still
make an otherwise flawless book or rule system frustrating. We'll see
how they go over during play. I did steal some parts of the Samurai
class option for an NPC, so there is always that.
New Magic Items
The
magic items included here cover a couple of changes and are a welcome
addition. They aren't the earth shattering objects of power that will
slay liches in a single turn. Instead, they are mostly common items
that provide roleplay opportunities. I'm happy to see more of these
kinds of items but if you were expecting a healthy range, from small
and insignificant outside of role-play opportunities to earth
shattering, you'll be disappointed. I have already thrown a couple of
items from this book into one of my campaigns and they went over
well. I'm confident there will be more to come. Just know what you are getting into.
New
Rules
Similarly,
we Dungeon Masters get some attention too. Of the total 192 pages
(~174 if we don't include the character names), just under 70 of them
are dedicated to Dungeon Master stuff such as new rules and
guidelines. Some parts are more useful than others, such as the new
downtime activities being far more useful than the rules for
determining area of effect (seems like something that should've been
in the 3 core books), but they were still nice to see. For me, the
downtime activities and the emphasis on rivals as well as
complications within them was one of my favourite parts. It takes it
from a simple thing to do between sessions to something that
contributes to the collaborative stories being told.
The
new trap rules were nice to see. As well as outlining the same "simple" traps like in the
Dungeon Master's Guide, they also brought up the idea of complex traps. These act kind of like a restricted legendary creature as they have an initiative score, and even give experience. Personally though, I was really
happy to see the alternate guidelines for encounter design present.
We've seen them in
Unearthed Arcana before, but I personally feel
that having an easy mapping between level and challenge rating was
long overdue. The table is found on page 91 and roughly mirrors mine
from the Unearthed Arcana. It's still not terribly consistent so I'd
recommend using it as a reference and not bothering to memorize it.
Generally taking the player level, dividing by 2, rounding down, and
subtracting one will get you to within 1 challenge rating. It's not
perfect, and will tend to either get the number right or
underestimate, but it can be useful as a quick estimation tool. It's
also nice knowing how many low level creatures you can throw at a
certain leveled player at a glance.
|
One of my favourites from this book. It may be my bias showing though, since some of my favourite painting are by Aivazovsky. What? I like seascapes and boats. |
The Art and Book Build
Quality
The
book is what we've come to expect from this edition of D&D. It's
got good quality pages and a good hard cover backing. My bindings
were perfect and my only real complaint in this section is the
artifacts present in my standard edition version of the book. One
thing I feel should be noted is that along with the smaller page
count, the book's spine was made thinner. I quite like how the pages
fit in the closed book since it helps combat the wavy page issue that
can happen.
The
art is also in the style we've come to expect and also plentiful
throughout. From diagrams helping to explain the rules for
determining area of effects to the illustrations of class options,
it's well done. I would have liked to see more in the style I prefer
(more realistic) but it's without a doubt well done. With how consistent these books have been this edition, I feel like I can almost copy paste this section. I do have to say though that some sections don't lend themselves as easily to art as others.
Price
The suggested price is the
same 50 USD that most books cost in this edition. It's not quite as
short as the Sword Coast Adventurer's Guide
but it's about 30 pages away. I'm sure you'll be able to find it for
cheaper but I can see this as being one of the bigger issues with
this book. If you are missing the Monster Manual,
and Curse of Strahd,
it may be hard to justify getting this book over those two unless
your players are starved for new options. My person bias aside, the value calculation is influenced by the length factor.
What I felt was Missing
I would have liked to see
more ranger spells here, especially since it's the class that
probably needed the most help in this area. The melee focused ranger
in particular doesn't have too much to choose from if they want to
try to use their magic to enhance their melee attacks, while the
ranged version has a lot more to choose from. This was a perfect
chance to address this issue.
It would have also been
nice to have a few more commonly useful map templates at the end of
the book. Call me spoiled but I would have liked a map or two out of
a guide to everything. It's a bit nitpicky since we already have
quite a few maps provided in other books, but it would have been a
nice to have.
Generally, I think 30+
pages more would have made the book a far easier value proposition
for a lot of people. It is a bit short page wise and while I'll
definitely be using things from it, it cuts a bit too close for me to
be overjoyed with the price. At this point in this edition's life new
books will face competition from already released books
that people haven't had the chance to buy yet, which further
complicates the value calculation. Opportunity cost, our good old
friend, makes his appearance once again. Obviously a good sale or
deal will take this complaint away though.
Free Stuff
Nothing
to see here. Move along.
Summary
I began this review
comparing
Xanathar's Guide To Everything
to The Sword Coast
Adventurer's Guide
because I think it gives the best idea about what this book is. It's
similar in that it attempts to provide new options for players but
also things that would be interesting to Dungeon Masters. Where it
differs is that instead of providing fluff on the Sword Coast,
something that would be of interest to a Dungeon Master wanting to
set their game in the Sword Coast, it provides new mechanical options
such as downtime activities. If you really wanted new player options,
this is probably the closest the edition has so far to a Player's
Handbook II.
However, due to its shorter length, lack of brand new classes, and a
desire to appeal to Dungeon Masters as well, it isn't quite there.
It's more like part of a Player's
Handbook II
mixed with part of a Dungeon
Master's Guide II,
though probably leaning more towards a Player's
Handbook.
What you need to do is ask yourself if you want something that will
give you a setting with an adventure, help flesh one out, provide new
mechanics to throw into your game, or new options for your players to create their character's with. If it's player options,
this is the first book outside the core books that you'd want to get. There are also some mechanics and options for Dungeon Masters, but the choice isn't as clear cut since we have other books to choose from as well.
This of course will be tempered by the price, which could make other books in this edition that you haven't had a chance to enjoy all the more
tempting.
Update
This is a picture of the artifact I mentioned.