Complete Book Series

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The Complete Books of X were a series of splatbooks for Advanced Dungeons & Dragons, which expanded upon both classes and races in various ways, including cultural examination, new skills and new kits.

All of these books were released as part of the "Reference Series", a set of optional rulebooks aimed at expanding the campaign in various ways. Specifically, the Complete Books of X were considered their own sub-set, with the unique item reference number of PHBRX.

The Complete Fighter's Handbook

The Complete Thief's Handbook

The Complete Priest's Handbook

The Complete Wizard's Handbook

The Complete Psionics Handbook

The Complete Book of Dwarves

The Complete Bard's Handbook

The Complete Book of Elves

The Complete Book of Gnomes & Halflings

The Complete Book of Humanoids

This entry into the Complete Books series focused on "Humanoids", that nebulous term that basically meant "humanoid races which aren't demihumans and so are usually presuemd to be evil". Spiritual successor/brother to "The Orcs of Thar" for Mystara under the Basic/Expert D&D line, it was all about ading new races to the classic line up.

That's right kiddies, playable orcs, goblins and the like were a thing long before Warcraft came along.

This book was divided into seven chapters, not counting the introduction:

Chapter 1, "Humanoid Characters", was all about the mechanics of playing huanoids and how to feature them in campaigns, with four specific campaign models: "A Friend In Need" (the humanoid PC was rescued by the human/demihuman PCs and is owed loyalty), "Is A Friend Indeed" (the reversal; the human-kin were saved by the humanoid), "Hello Again" (the humanoid is a human-kin PC who fell afoul of Reincarnate) and "All That Glitters" (the humanoid PC is a hireling who forms a bond with the party). Ironically, the simple idea that, maybe, humanoid races in your setting are NOT handled the same way as in standard D&D settings never comes up - it would be a long time before D&D would be that open-minded.

Chapter 2, "Humanoid Races", lists the various new races made playable in this book:

Chapter 3, "Humanoid Kits", introduces new subclasses for humanoid members of the Warrior, Wizard, Priest and Rogue classes:

  • Tribal Defender
  • Mine Rowdy
  • Pit Fighter
  • Saurial Paladin
  • Sellsword
  • Wilderness Protector
  • Hedge Wizard
  • Humanoid Scholar
  • Outlaw Mage
  • Shaman
  • Witch Doctor
  • Oracle
  • War Priest
  • Wandering Mystic
  • Scavenger
  • Tramp
  • Tunnel Rat
  • Shadow
  • Humanoid Bard

Chapter 4, "Humanoid Proficiencies", as the name sugests, provides a list of new "humanoid appropriate" nonweapon proficiencies.

Chapter 5 is "Role-Playing Humanoids", which provides extended roleplay tips on a humanoid. Limited by the presumptions of D&D at the time, but still interesting, including examining tribal life, social & racial disadvantages, humanoid trait and campaign complications.

Chapter 6, "Superstitions", ties into the frequently primitive status of humanoids, examining all of the different superstitions and how to use them in play.

Finally, chapter 7, "Arms and Armor", talks about how the new races interact with existing armor & weapons, and introduces new humanoid weapons.

The Complete Ranger's Handbook

The Complete Paladin's Handbook

The Complete Druid's Handbook

The Complete Barbarian's Handbook

The Complete Ninja's Handbook

The Complete Book of Villains

Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR6.

The Complete Book of Necromancers

Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR7.