Gaming

Dungeons & Dragons Essentials: Heroes of the Fallen Lands


dnd_products_dndacc_247520000_pic3_enAs you may recall from my review of the D&D Essentials Rules Compendium, the Essentials line of products exists to provide both an inexpensive entryway into the hobby for new gamers, as well as an updated and concise printing of the core rules that includes all of the errata and late rulings that have come about in the two years since the release of the fourth edition. Where the Rules Compendium is basically the core structure – the engine, if you will – of the Dungeons & Dragons game, the other books in the Essentials line build upon it, applying these core principles for use by either the player or the Dungeon Master. Today I’d like to look at the first of these books: Heroes of the Fallen Lands (referred to from this point forth as HOTFL).

A slim paperback comparable in size to the Rules Compendium, HOTFL is written for players. It explains how to create and play characters of five different races – human, dwarf, eladrin, elf and halfling – and four classes – cleric, fighter, rogue and wizard. If you’ve got the D&D Starter Set, you’ll recognize that these are the same races and classes first introduced there. Thus, the rules here build upon those introduced in the Starter Set, enabling players to advance they characters built with the Starter Set all the way up to level 30. However, I must stress that HOTFL does not require the use of the Starter Set: the rules explain how to create a first level character. That being said, the comparative complexity of HOTFL and the other Essentials products make them better suited for an experienced player. Novices should definitely begin with the Starter Set (which, incidentally, I consider one of the better introductions to the role-playing hobby that I’ve ever seen).

Veteran D&D players will be no doubt amused by the choice of classes and races introduced in the Starter Set and HOTFL. These are the original “core” races and classes, the classics if you will, from the earliest days of the hobby. (Although the Grognards among us may raise a grizzled eyebrow at the inclusion of the eladrin, I would proffer the justification that an eladrin is just a “High Elf” with a fancy name, in the D&D milieu comparable in its relation to the common elf as Tolkien’s Noldor are to the Sindar, and are thus elves all the same.) Thus, the HOTFL breaks clean with the rather baroque variety of classes and races included in the 4th edition Players Handbook, offering instead a comparatively Spartan selection. Be that as it may, the classes offer a great deal of variety in terms of choosing feats, skills and powers, and in the case of the fighter, offer two different builds: the knight – a specialist in support and leadership – or the slayer, more of a frontline fighter. Players will not suffer for lack of variations in these four basic classics. Experienced players, those perhaps coming from the 4th edition hardcovers, will also appreciate the fact that these builds, as well as those for the other three classes, wizard (mage), rogue (thief) and cleric (warpriest), are entirely new to the game. Like the rest of the 4th edition line, these classes are very well balanced, and none seem especially weak or overpowered when it comes to performing in combat.

HOTFL does an excellent job of introducing the classes and races, providing myriad details both mechanical, like their special abilities and roles within a party and otherwise, such as how the different races see themselves and each other, and why they might wish to adventure in the first place. These latter characteristics are excellent as starting points for players looking to better define their characters and give them purpose. Like the new builds, the background information provided for the various races is new to the 4th edition core rules, providing another draw for experienced players.

Like the Rules Compendium, HOTFL’s design places the emphasis on providing a maximum density of text rather than aesthetics, which is a nice way of saying that it’s not the prettiest of books. The text and charts sport a rather utilitarian single column lay-out. There are illustrations, but they’re few and far between, and one gets the feeling that this is a book for reference first and reading for pleasure second (or not at all). This really isn’t a criticism, though. The Essentials line is made for heavy use at the game table, and for that purpose it is perfect. Speaking of utility, people who own both the Rules Compendium and HOTFL will noticed that some (but not all) rules are replicated in both books. This is actually a feature, as it provides players with everything they need to fulfill their role in the game, and keeps between-book reference checking to a minimum. In any case, a copy of both are required for playing beyond the rules of the Starter Set.

HOTFL will be a must-buy for new players, and, at a low listed price of only $19.95, experienced players will still want to consider picking it up as an addendum to their libraries. Look for it your favorite retailer.


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