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Races of Stone (Dungeons and Dragons 3.5 Accessory) (Dungeons & Dragons) [Hardcover]

Jesse Decker
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast (31 July 2004)
  • Language English
  • ISBN-10: 0786932783
  • ISBN-13: 978-0786932788
  • Product Dimensions: 27.4 x 20.8 x 1.5 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 525,680 in Books (See Top 100 in Books)

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19 of 20 people found the following review helpful:
4.0 out of 5 stars A good resource, 3 Mar 2005
By 
Alex Fell (Rugby, Warwickshire, UK) - See all my reviews
This review is from: Races of Stone (Dungeons and Dragons 3.5 Accessory) (Dungeons & Dragons) (Hardcover)
This is the first of a series of three supplements by WoTC, concentrating on the races (similar to the Complete.... series which concentrates on classes). As with most D&D material, they have set it out in a particular format which all the books in the series follow.

This one deals with the "races of stone" (hence the title, I guess): the gnomes, dwarves and goliaths (a new race of giantish humanoids). The first chapters of the book deal in considerable detail (25 pages or so each) on these races. These are the most obvious "fluff" in the book, setting out details of daily life, culture, religion, arts and crafts, psychology, myths and legends, settlement patterns and so forth. However, these chapters are very worthwhile, as the contain character and adventure hooks. In particular, they flesh out what makes a race "tick": nothing terribly surprising for dwarves (clan and honour) but it brought out the gnomes nicely (trying to reconcile truth with illusion, an interesting concept with possible character development ramifications - instead of just "dwarf-lite", which is sometimes what they can seem like) and also the goliaths (with their innately competitive natures). These really help in setting the races apart as characters instead of just a collection of stat modifiers and special abilities.

The following section deals in less detail with a series of other races (in the sort of detail that the PHB deals with the core races), such as dream dwarves (sort of, well, dreamy dwarves) and whisper gnomes (really gnomes and halflings in a single race). These are not especially compelling, but OK, and the section isn't very long anyway.

Next are the inevitable prestige classes, but these are pretty good, drawing on the text in the first three chapters to develop cultural concepts for the individual races, rather than being quick knock-off ideas to pad the book.

The chapter after that deals with character options. As such, it contains info on new uses for existing skills (always useful to a DM in adjudicating), new feats (again, like the prestige classes, well integrated with the rest of the book) and a new concept, racial substitution levels. These are intended to tailor the character classes to the specific races, so that they are a bit more appropriate or bring out aspects of the races which perhaps the generic classes don't. For example, the dwarf fighter has racial substitution levels at 1st, 4th and 8th level. Thus, as dwarf fighter character can take the alternative benefits of these racial substitution levels instead of the standard benefits. At 1st level, he may elect to take the substitution level and gain a d12 HD and the ability Axe Focus (like Weapon Focus, only it affects all axes) instead of the standard d10 and fighter feat. The other substitution levels likewise contain other special abilities, which the character may or may not choose to take, tailored to his dwarvish-ness. These substitution levels are available for classes which are iconic for those races (for dwarves, fighter, cleric and [oddly] sorcerer), with a similar number of optional levels available. I like this approach, as it helps to differentiate the different races quite nicely, and as its optional, you don't have to bother if you don't like it.

The next chapter sets out equipment and magic, including some exotic super-heavy armours (of dwarvish make, naturally) and a new type of magic item, the rune circle (a stationary magic circle you need to stand on to derive the benefits from - interesting idea and potentially useful as adventure hooks).

The last section sets out details of sample NPCs and new rules for settlement demographics to take account of the differences of the individual races from the norm as set out in the DMG.

I liked this book, as it was well thought out and cohesive. The new elements, like the goliaths, were likewise thoughtful and useful, and a lot of the stuff can be used even if you don't want to get invloved with "race of stone" since it has broad applicability.

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Amazon.com: 3.6 out of 5 stars (16 customer reviews)

46 of 47 people found the following review helpful:
5.0 out of 5 stars Relief of Stone, 30 Aug 2004
By Brad Smith - Published on Amazon.com
This review is from: Races of Stone (Dungeons and Dragons 3.5 Accessory) (Dungeons & Dragons) (Hardcover)
I've always liked dwarves. There've been a great many d20 racial splatbooks, few of which I've liked, and the only one I own is for dwarves. Now, WotC has decided to do its own racial splatbooks, and the first effort, detailing dwarves, gnomes, and a brand-new race, the goliaths, is actually a very good product.

One of the striking differences between Races of Stone and, say, the Planar Handbook, is that the primary focus of this product is what's known as "fluff"; i.e., information that is not strictly related to rules, but that details things like history, mannerisms, behavior, etc. For example, dwarves make a great variety of their clothes from root fibers! This has no real game effect, but it's nice information to have. There are sections for each race in this book, with the goliath section being a tad longer, since they're new to Races of Stone.

Speaking of goliaths, they're a primitive nomadic mountain-dwelling race; they're almost like evolved apes. They're very competitive, and quite strong. Their society is detailed in a lot of detail, and there are rules aspects that are non-obvious; despite having a Dex penalty, for example, they have a great fondness for ranged weapons.

Also included are variant races...chaos and whisper gnomes, dream dwarves, stonechildren, and feral garguns (who're relatives of the goliaths that live in even more unpleasant circumstances).

However, there is a very nice proportion of game mechanics goodness to be found (this is known colloquially as "crunch"). There are many new feats that are appropriate for the given races, new equipment (like exotic armors!), racial substitution levels (where you get an alternate class ability in place of a standard one, but only if you qualify by your race or other factors), and quite a few nifty prestige classes. There are a few spells and magic items (like forges that let non-casters create magic items, with some severe limitations), too. There are even adventure seeds that are more appropriate for the races of stone, as well.

Quite possibly the best new thing is that they don't assume you just have the Player's Handbook, as there is support for the Expanded Psionics Handbook, in the form of additional psionic feats and powers! This is very new, and very welcome, to boot.

I'm quite pleased with Races of Stone. It certainly washes out the bad taste of certain previous releases. I wholeheartedly recommend it.

38 of 40 people found the following review helpful:
3.0 out of 5 stars Not enough meat, and annoying revisionism, 12 Sep 2004
By Edward Swing "blackdaggr" - Published on Amazon.com
This review is from: Races of Stone (Dungeons and Dragons 3.5 Accessory) (Dungeons & Dragons) (Hardcover)
First - the obvious. This book covers dwarves, gnomes, and goliaths (a new race). It includes a number of race-specific feats, class options and equipment. Overall, this section is good, and gives a number of different new options. The prestige classes were mostly well-designed, and will make a welcome option.

The Goliaths of course need to be added into a campaign world, as will many of the new races and variants listed in the "Other Races" chapter. The author actually predicted this, and gives several suggestions at the beginning of the chapter (well done!).

The feats chapter gives a number of interesting feats. Of particular note are some of the feats which blend racial elements with psionic elements. For instance Invest Armor lets a psionic improve his armor's defense. Good ideas in here.

The weak point of this book is the chapters on dwarves and gnomes. The section on dwarves fails to give as much of a proper "dwarven feel" as the 2nd Edition Complete Dwarves Handbook did. After reading the CDH, I immediately wanted to play a dwarf. I didn't get the same feeling from this. The chapter mentioned dwarven clans, but failed to really define their function within society except as a subgroup for a character to belong to. Finally, the section on religion ignored most of the well-established dwarven gods, and created a mostly new batch (or renamed a few). Some can be incorporated easily into the existing pantheon (Valkauna makes a great wife for Clangeddin). But why the name changes? Mya is an absurd name for the wife of Moradin! Finally, any discussion on the various dwarven subraces and their relations was totally missing. Where were the deep dwarves?

The section on gnomes is similar to the dwarves. Lots of information, but sadly lacking. The 3rd edition gnomes have had something of an identity crisis, and this book does work to bridge the gap to the illusionist-pranskters of old. But again there is little effort to capture the previous gnomish "feel", and instead the gnomes are subjected to some amount of revisionism. The deities are given the same treatment of the dwarves, and an entirely new divine-level conflict for gnomes is created. Finally, though I am a BIG fan of Ron Spencer's art, his gnomes (and for that matter, most of the 3rd edition gnomes) look like nothing more than short humans. Talk about identity crisis.

The goliaths are well-done, and create a race with almost a totemistic attitude. With their nomadism and primitive lifestyle, it should be easy to add them into existing campaigns.

5 of 5 people found the following review helpful:
3.0 out of 5 stars Not enough races of stone, 7 Oct 2005
By Dhampir "gamer geek" - Published on Amazon.com
This review is from: Races of Stone (Dungeons and Dragons 3.5 Accessory) (Dungeons & Dragons) (Hardcover)
This is a somewhat typical WOC title. It tries to flesh out something and bring something new to the table. It focuses on 2 main D&D races and introduces a 3rd. You get dwarves, gnomes and the new goliaths.

While not a huge fan of dwarves or gnomes, it was nice to see a newly fleshed out race. The sections are formulaic, as most WOC books are. There sections on life, habitat, more gods for an already crowded pantheon. But face it, everybody in a pantheistic universe, is going to have their own god of something. However a little gem appears in there, a dwarven language section. It's only a page long, column style, with one work and its equivolent. Could be more, but I've learned to take what I can get.

I did enjoy the section on the goliaths. I like them. It was a nice change from the established races, complete with the same sections as dwarves and gnomes. I just felt as it was new and not something we've read before it had a fresh perspective. It gives a goo frame work on how they work, live, play (include game mechanics for playing goatball) and move around as a good nomadic people do. The sample settlements helped me as I was able to have a nice village to stumble into for my game and a larger place down the way to send them to.

Unfortunately the monster's section was too sparse. A lot more could've gone in there as most places of stone, are usually mountains. Although I found the dire eagles a nice toy to pair with a hill giant attack.

There are sections on prestige classes as usual. I didn't find any to grab my interest, nothing I'd wanted to put a few levels of my regular classes off for. The magic items didn't interest me too much either I'm afraid. It happens.

Overall, it's a useful book. If you can, borrow and use it, it'll probably be better that way.
 Go to Amazon.com to see all 16 reviews  3.6 out of 5 stars 
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