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Oriental Adventures introduces the infinite worlds of fantastic Asia to the Dungeons & Dragons game. In these pages, you'll find:

* 5 new races, including Hengeyokai, Nezumi, and Spirit Folk
* 5 new classes, including the Samurai, the Shugenja, and the Wu Jen
* Over 23 new prestige classes, including the Ninja, the Tattooed Monk, and the Yakuza.
* 100 new spells
* 75 new monsters
* A complete campaign setting: Rokugan, the world of the Legend of the Five Rings Trading Card Game.

256 pages, Hardcover

First published October 1, 2001

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Wizards of the Coast

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Wizards of the Coast LLC (often referred to as WotC /ˈwɒtˌsiː/ or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by purchasing the failing company TSR, and experienced tremendous success by publishing the licensed Pokémon Trading Card Game. The company's corporate headquarters are located in Renton, Washington in the United States.[1]

Wizards of the Coast publishes role-playing games, board games, and collectible card games. They have received numerous awards, including several Origins Awards. The company has been a subsidiary of Hasbro since 1999. All Wizards of the Coast stores were closed in 2004.

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5 stars
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Displaying 1 - 3 of 3 reviews
Profile Image for David.
887 reviews52 followers
August 10, 2017
First off, I'm likely not the target market, considering that I'm from the "Orient" that's the title is encompassing.

My primary peeve with the book is that it's an odd mix of a Player's Handbook, a Dungeon Master's Guide, and a campaign setting. I think it should have been two separate books.

The sourcebook part is only adequate. Most the early chapters deal with what's out (of the core rulebooks) and what's in (the "replacements" here). For the mostly part, there aren't any direct replacements, but you cant helped but draw similarities, like hengeyokai vs elves, korobokuru vs dwarves, spirit folk vs half-elves, etc. You can obviously draw similarities between the classes, but for the most part, they can stand alone. The spells and equipments are where it shines I think, with obvious real-world inspirations. The prestige classes are poor - most are simply someone trying way too hard to make a typical/normal role in an Asian society and trying to make something "prestigious" out of it. The monk ones are suitable for use outside of an Oriental campaign though.

The section on monsters is way too focused on Rokugan - which is the setting that replaced Kara-Tur as the default. The poor presentations is where throughout the entirety of the earlier chapters, there are hundreds of sections and paragraphs devoted to stating what's in Rokugan and what's not. Yet the sourcebook ends with two chapters entirely abouts Rokugan. It's an odd choice of presentation - why not just put all Rokugan-specific material together? But that aside, this part of the book is pretty decent, as it lays out the history of Rokugan and presents you with a current state of affairs.
Displaying 1 - 3 of 3 reviews