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182+ Works 9,865 Members 42 Reviews 6 Favorited

About the Author

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Series

Works by Monte Cook

Player's Handbook: Core Rulebook I (3.5) (2003) — Author — 1,804 copies, 6 reviews
Player's Handbook: Core Rulebook I (3rd edition) (2000) — Author — 1,356 copies, 3 reviews
Dungeon Master's Guide: Core Rulebook II (3.5) (2003) 1,085 copies, 3 reviews
Monster Manual: Core Rulebook III (3rd edition) (2000) — Author — 867 copies, 1 review
Call of Cthulhu Roleplaying Game (d20) (2002) 246 copies, 1 review
The Glass Prison (1999) 160 copies
Return to the Temple of Elemental Evil (2001) — Author — 159 copies
Numenera Corebook (2013) 148 copies, 4 reviews
Ghostwalk (2003) — Author — 135 copies, 2 reviews
Ptolus: Monte Cook's City by the Spire (2006) — Author — 105 copies, 1 review
The Planewalker's Handbook (1996) — Author — 97 copies
A Guide to the Astral Plane (1996) — Author — 64 copies
Labyrinth of Madness (1995) 58 copies
The Inner Planes (1998) 49 copies
Dead Gods (1997) 49 copies
The Strange RPG (2014) — Author — 47 copies
The Great Modron March (1997) 46 copies
Numenera Ninth World Bestiary (2014) 44 copies, 1 review
A Player's Guide to Ptolus (2006) 43 copies
The Book of Hallowed Might (2003) 43 copies
Faction War (1998) 42 copies
The Book of Eldritch Might (2001) 41 copies
The Diamond Throne (2003) 41 copies, 1 review
A Paladin in Hell (1998) 39 copies
Beyond Countless Doorways (2004) — Author — 37 copies, 1 review
Glantri: Kingdom of Magic (1995) 37 copies
Chaositech (2004) 36 copies, 1 review
Requiem for a God (2002) 35 copies
The Banewarrens (2002) 30 copies
Of Aged Angels (2001) 30 copies
Legacy of the Dragons (2004) 29 copies
Numenera The Devils Spine (2013) 28 copies
Vecna Reborn (1998) 27 copies
Monte Cook's Ptolus: City by the Spire (2006) 27 copies, 2 reviews
Book of Eldritch Might III: The Nexus (2003) 27 copies, 1 review
Creatures and Treasures II (1989) — Author — 27 copies
Queen of Lies (2002) 26 copies
The Collected Book of Experimental Might (2009) — Author — 25 copies, 1 review
Spell User's Companion (Rolemaster, Shadow World) (1992) — Author — 23 copies, 1 review
The Tome of Horrors II (2004) 23 copies
Numenera Character Options (2014) 19 copies
Your Best Game Ever (2019) 19 copies
Demon God's Fane (2002) 17 copies
Beyond the Veil (2001) 11 copies
The Night Clave (2017) 10 copies
Godforsaken (2019) 8 copies
The Amber Monolith 6 copies, 3 reviews
Claim the sky (2021) 6 copies
The Glimmering Valley (2023) 6 copies
Into the Deep 4 copies
Invisible Sun: The Key (2018) 4 copies
The Nightcraft 4 copies
Gunslinger Knights (2025) 4 copies
Invisible Sun: The Way (2018) 3 copies
Palimpsest (2017) 3 copies
The Darkest House (2022) 3 copies
Cypher System Starter Set (2024) 3 copies
Numenera Cypher Chest (2014) 3 copies
Caves of Shadow 2 copies
El espinazo del diablo (2015) 1 copy
A Heros Tale 1 copy
Księga potworów (2003) 1 copy
The Wellspring (2024) 1 copy
The Key 1 copy
Dark Tidings (2009) 1 copy
Auge um Auge 1 copy

Associated Works

Player's Handbook (2014) — Contributor — 2,841 copies, 8 reviews
Dungeon Master's Guide (2014) — Contributor — 2,194 copies, 8 reviews
Monster Manual (2014) — Contributor — 1,891 copies, 9 reviews
Monster Manual: Core Rulebook III (3.5) (2003) — Author, some editions; Author, some editions — 1,030 copies, 3 reviews
Manual of the Planes (3rd Edition D&D) (2001) — Author, some editions — 464 copies, 1 review
Magic of Faerûn (2001) — Contributor — 312 copies, 1 review
Fiend Folio (3.5 edition) (2003) — Author, some editions — 306 copies
Realms of Mystery (1998) — Contributor — 221 copies
The Best of the Realms (2003) — Contributor — 207 copies
Realms of the Arcane (1997) — Contributor — 204 copies
Kobold Guide to Worldbuilding (2012) — Author, some editions — 106 copies
Hobby Games: The 100 Best (2007) — Contributor — 98 copies, 3 reviews
HELP FUND MY ROBOT ARMY!!! and Other Improbable Crowdfunding Projects (2014) — Contributor — 82 copies, 4 reviews
Planes of Conflict (1995) — Author, some editions — 57 copies
Relics & Rituals II: Lost Lore (2002) — Preface, some editions; Contributor, some editions — 55 copies
Complete Kobold Guide to Game Design (2012) — Contributor — 55 copies
Worlds of Their Own (2008) — Contributor — 48 copies, 2 reviews
Player's Guide - Rulebook IV (Dungeons & Dragons: Kingdoms of Kalamar) (2002) — Contributor — 46 copies, 1 review
Family Games: The 100 Best (2010) — Contributor — 39 copies, 1 review
Rolemaster Companion V (1991) — Designer — 36 copies
Alchemy Companion (Rolemaster) (1992) — Editor — 25 copies
Kobold Guide to Magic (2014) — Introduction — 23 copies
Philosophers Look at Science Fiction (1982) — Contributor — 14 copies
The New Hero: Every Age Needs Its Heroes (2013) — Contributor — 14 copies
Amazing Stories Vol. 71, No. 4 [Winter 2000] (2000) — Contributor — 1 copy

Tagged

3.5 (63) 3E (56) 3rd edition (64) AD&D (120) adventure (60) D&D (1,737) D&D 3 (198) D&D 3.5 (161) d20 (699) ebook (73) fantasy (678) fiction (125) game (91) games (235) gaming (483) hardcover (79) Monte Cook (57) non-fiction (109) Numenera (115) PDF (61) Planescape (164) Ptolus (72) read (66) reference (101) role-playing games (324) roleplaying (414) RPG (1,774) rulebook (130) to-read (119) Wizards of the Coast (104)

Common Knowledge

Members

Reviews

46 reviews
There's something really satisfying to me about a campaign setting that explains why people might be so cavalier about their lives in a world with a reasonably high standard of living (as most D&D settings are). It is also nice to give players the option to keep playing after death rather than rolling a new character, and to be resurrected without that becoming a major adventure all on its own. The feel of a city where ghosts and living people cohabitate openly is really fresh, especially show more since it avoids the baggage of necromancers and necrocracy.

I have just begun DM'ing a campaign in D&D Fifth Edition, using this sourcebook for the setting. Even after so many changes and intervening editions, about 80% of the material in the book is still applicable and works very well. I ran the level one adventure about a malfunctioning magic lantern almost verbatim, and my players really enjoyed it.
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This is what 4th edition SHOULD have looked like. If you are already heavily invested in 3.0/3.5 D&D and just want a little more refinement of the systems... If you think that 4th edition throws out the baby with the bathwater... then The Book of Experimental Might is for you! Some have called this book 'D&D 3.75', and it really is. Many of the issues with 3rd edition that 4th edition purports to fix were already being handled by 3rd ed. game designer Monte Cook in his home campaign. show more Consequently, you'll find many things here that look like 4th edition while still being compatible with 3.5 prestige classes, monsters, feats, skills, and magic items.

The core of the changes comes in three parts. First, everyone gets a feat slot at every level. This threefold increase may sound like a huge power boost, but with the number of feats available from all the WotC and non-WotC supplements--including this one--it really just lets your character play with more of the fun options that are available, without really unbalancing anything.

The second and most fundamental change is that the spell system has been rejiggered to cover twenty spell-levels, rather than the traditional nine. The reason for this should be fairly obvious: no more need to check a chart or mathematically reverse-engineer the progression to see which spells your character can cast. The maximum level of spells you can learn is the same as your caster level. This also allows for finer gradations in the power of spells--after all, in the core rules, were all 3rd-level spells really equal? Not hardly.

The other major group of changes is to the core base classes. The class updates are partly to adjust for the changes to feat-gaining and spell-levels and partly to fix or fine-tune issues with familiars, magical healing, wild shape, turning undead, and other classic-but-sometimes-awkward class features. For example, clerics remain the source of magical healing, but it is no longer incumbent upon them to use their actions on behalf of their comrades in order to do so. Familiars, which have always been easy to forget, of somewhat limited use, and occasionally even a vulnerable target, now appear and disappear as needed, with more tangible benefits when they are present. They can do this because they are a now considered a manifestation of the spellcaster's spirit rather than a psychically-linked but otherwise normal animal. Those are just my two favorite examples, but there are many good ideas here. I'll admit that not all of the changes are perfect, but with a little work, you can probably pick and choose from what you like.

This book is not for you if you don't like to do a little work and consider the consequences of changes to your game. However, if you think that D&D 3.5 still has some years in it, but you'd still like to try something new, I highly recommend it.

Available in hardcover or pdf download from paizo.com. (The hardcover collects two pdf files into a single, coherent book.)
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I never read Ptolus the RPG setting, mostly because it sounded kind of like an "Undermountain" thing where there's a city on top of a never-ending dungeon, and I always thought that was a dumb/unrealistic idea. But saw this cheap somewhere so picked it up.

Monte Cook is a genius, probably one of the greatest game designers alive or dead, but this wasn't all that interesting. Everything seemed kind of standard. I liked the ghost companion, but then he was gone and everything just seemed "too show more D&D". Which seems like it would be a good thing considering I've been playing D&D for 42+ years, but it just wasn't deep enough and some of the art just looked silly to me. show less
First off, this is a great rulebook in several ways. It's very pretty for one, and it's also got some of the best organisation I can remember seeing. Cross-references about, text is marked in colour to highlight key terms, and the margins are full of, essentially, Cook's scribbled notes giving throwaway ideas or little details that aren't crucial to the main passage. It's easy to navigate through and to read, and the illustrations are good too.

Numenera is a strange fish, and my opinion of it show more as a game is rather split. On the one hand, I'm intrigued by this game and its world, both from reading it and from my other exposure to it. On the other hand, I really don't feel I could confidently run a game in this setting, because I don't have a holistic grasp of the world. The main reason for the book's size is that Cook has included a sprawling gazetteer of the world, covering in detail dozens of cities, towns, mountains, ruins, forests and their inhabitants. Although reading through the details got rather dry (in fairness, it's not a novel, it's a roleplaying tool), most of it was creative and full of attractive strangeness. The problem is that the very strangeness and disjointedness that Cook emphasises makes it nigh-impossible for me to think how I'd fill in the blanks between, let alone come up with my own content. I now realise that including all that detail wasn't just the urge to get his creation down on paper, but a bit of a necessity.

I think it's a real problem of this kind of setting, but being made of the scraps of previous civilisations creates a lot of incoherence. Neighbouring settlements may be completely different, the rules of physics can change, the technology level of places and objects varies wildly. Ecology is affected too, just a random assortment of entities. The problem is that, for me, the lack of obvious connections makes it hard to extrapolate.

I'd like to play more of this game, but I can't see myself running it.
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½

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Steve Hickman Cover artist
Ricardo Ratton Illustrator
Luis Lira Illustrator
Caanan White Illustrator
Eduardo Pansica Illustrator
Mark Zug Illustrator
Jean Pierre Targete Cover artist
David Noonan Editor, Author
Jeremy Jarvis Illustrator
Wayne Reynolds Illustrator
Scott Fischer Illustrator
Arnie Swekel Illustrator
Lars Grant-West Illustrator
David Martin Illustrator
Todd Lockwood Illustrator
Jeff Quick Editor
John Foster Illustrator
Sam Wood Illustrator
Todd Gamble Cartographer
Henry Higginbotham Cover artist
Brian Snoddy Illustrator
Matt Cavotta Illustrator
Raven Mimura Illustrator
Scott Roller Illustrator
Craig Cudnohufsky Photographer
Eva Widermann Illustrator
Kev Walker Illustrator
Cal Moore Editor
Henry Higgenbotham Cover artist
Laura Lakey Illustrator
Ed Cox Illustrator
John Lakey Illustrator
Vinod Rams Illustrator
Richard Sardinha Illustrator
baxathomas Illustrator
David Roach Illustrator
Jeff Easley Illustrator
Quinton Hoover Illustrator
Anthony Waters Illustrator
Daren Bader Illustrator
Brian Despain Illustrator
Michele Carter Proofreader
Brom Cover artist
Puddnhead Illustrator
Del Laugel Editor
Ron Spencer Illustrator
Dennis Cramer Illustrator
Michael Dutton Illustrator
Emily Fiegenschuh Illustrator
Dave Sutherland Cartographer
Alan Pollack Illustrator
Ned Dameron Illustrator
Tony DiTerlizzi Illustrator
Robh Ruppel Cover artist
Sam Rakeland Illustrator
Dana Knutson Illustrator
Dennis Kauth Cartographer
Rob Lazzaretti Cartographer
Tony D Illustrator
ruppelrobin Cover artist
Adam Rex Illustrator
Ed Bourelle Cartographer
Kevin Crossley Illustrator
R. K. Post Cover artist
Tyler Walpole Illustrator
Eric Lofgren Illustrator
Peter Whitley Cover designer

Statistics

Works
182
Also by
27
Members
9,865
Popularity
#2,413
Rating
3.9
Reviews
42
ISBNs
149
Languages
9
Favorited
6

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