Sandstorm: Mastering the Perils of Fire and Sand (Dungeons & Dragons Supplement) this question feed

asked by corral on November 7, 2006 6:14 PM
A complete guide to playing D&D in arid wastelands.

This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm™ contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. There are expanded rules for environmental hazards and manipulation of hot weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with deserts and wastelands are included, as well as variants on current monsters. Sandstorm provides enough adventure material included for months of gameplay.



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Make no mistake, sandstorm is a book about SAND. There is a discussion of volcanoes "hot" environs in general but they are little more than footnotes. Those seeking cultures and what not from Al-Qadim, or who are looking for Fading Sun (or whatever the old TSR official Psionics campaign was) classes, materials, and what not will be sorely disappointed. They could of EASILY bundled it up in this tome but they didn't. The book does cover many types of arid wasteland, describes the geography and of each and how you would determine what is what. They introduce a few new races for campaigns taking place in deserts (though not for Al Qadim or Fading sun as was said). I almost never use or allow races from splatbooks but I did like one of them. The class variants were purely to make the characters more survivable in a desert as were the prestige classes. This book really isn't for players. Where this book really shines is in it's adventures (three are included). Finally I have adventure ideas in deserts FOR ANY LEVEL CHARACTER!
reviewed by mags on November 23, 2006 6:00 PM

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I bought this book because I like to throw my PCs into differing environments to keep them guessing. While it does have a lot of rules for various arid environments and warm wastelands, the book just didn't make me feel hot. The same goes for Frostburn. The book didn't make me feel cold. The only environment book that ever succeeded in making me feel like "I was there" was Dreadmire, by Spellbinder Games. Wizards needs to take a hint from that book -- it made me feel like I was in a swamp. Sandstorm offers various rules for wastelands, but it does not offer us anything of real value. We don't need many more feats and skills, if any. We need substance, and this is a wasteland of redundancy and fluff. If you still have the old Wilderness Survival Guide and Dungeoneers Survival Guide, don't bother with Sandstorm -- most of the rules in those old books are still applicable today.
reviewed by alec on November 27, 2006 6:17 AM

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