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Advanced Dungeons and Dragons Core Rules 2.0 Expansion CD-ROM, by TSR Inc
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If you are a veteran of D&D - then you know that the 2nd edition rules are where its at. I used to have lots of books (which I wish I still did) but until I am able to rebuild my collection - its pretty great to have this CD ROM.
- Sales Rank: #3234801 in Books
- Published on: 1999-08
- Original language: English
- Dimensions: 10.50" h x 8.00" w x 2.00" l,
- Binding: CD-ROM
Most helpful customer reviews
31 of 33 people found the following review helpful.
One step closer to ditching all my old hard/softcovers...
By Vincent Hendricks
I realize that this product is based on the idea of the "Core Rules" for the AD&D game, but this was supposed to be the "Expansion" on those Core Rules -- hence the inclusion of the "Complete" series of Class & Race books. Where they dropped the ball, in my opinion, was not including the Forgotten Realms Adventures hardcover material, as well as the Faiths & Avatars and Powers & Pantheons supplements. These three books contain loads of invaluable source info for mages and specialty priests. Second, the fact that the program seems to lack the ability to factor in kit bonuses during PC/NPC creation is, well, annoying at the least, and frustrating at its worst.
That said, the rest of the product is wonderful. The hyper-linked, help file version of the books is awesome; I carry my laptop loaded with this program to every gaming session I go to, whether I'm playing or GMing. No longer do I have to carry 4 hardcovers and multiple softcovers to have the information I need. I have stats, indexed and searchable documents, dice rollers, maps, and PC/NPC character sheets all at my beckon call. And, in most cases, I can find an item, spell description, or rule in one of the books in less time than someone else can whip out their book and look it up.
One of the knocks I've heard about the Expansion is that, since 3rd edition will render it obsolete in less than a year, it's not worth buying. Please, people! Its a small price to pay for the convience of having all these resources at your finger-tips, even if it is only for the next 9 months. When I bought mine, I knew I'd be getting about a year's worth of use out of it, so it was definitely worth it, but even if I hadn't bought it then, I'd still find it a deal at this price now...
12 of 13 people found the following review helpful.
Great Product... AD&D Goes Computer
By A Customer
This product is, IMHO, the product we've all been waiting for. Custom kits, classes, races, abilities, spells... you name it! Finally, a consumer product that meets the needs of the gamer. There are home-made utilities, but this beats them all. If you can't use this to organize your campaign, you need to use the old-fashioned (nothing wrong with old-fashioned) method of a good notebook. Really, a fantastic product.
The books online are a mega-value, and make the product worthwhile for that alone. Think about: all the core books, players option books, and the PHBR series all in one neat package. HTML, help, and RTF formats all here, so they are very easy to use.
My lone complaint is the custom classes. It is a little cludgy to get thieving skills on other class groups, but it can be done. Support from Evermore was there to help me figure it out.But this is a *very* minor point. Should be 4 1/2 stars, not 4.
5 of 6 people found the following review helpful.
A Great Tool Package For Serious AD&D Players And DMs
By Skirmisher Online Gaming Magazine
AD&D Core Rules 2.0 on CD-ROM is a great tool package for serious AD&D enthusiasts, players and DMs alike. The high quality of this new release is a great relief after the poor showing of the first version.
Program tools include complete text of nine key rule books, a character generator, improved dungeon, city and wilderness mapmakers, dice roller software, and a DM's toolkit with programs for automatically generating encounters, treasure troves, spells, NPCs, and more.
Mapping is provided through two different programs, the Map Maker and the Campaign Mapper. The former quickly creates City, Dungeon, and Overland maps, with neatly detailed symbols and some randomized variety in repetitive, placed features such as trees, houses, and mountains. The Campaign Mapper is much more complex, and will be very familiar to users of ProFantasy's Campaign Cartographer. In this program, maps are built in multiple layers and encounter data can be linked to the maps. Grids toggle on and off in either program; printing is available in both black-and-white and color. Both programs are miles beyond the original Core Rules map generator and an invaluable aid to the DM tired-to-death of graph paper and smudges.
The highly-detailed character generator can be set for either Core or "Player's Option" rules, and quickly creates fully-equipped PCs and any level of NPCs complete with spells, skills, and, if desired, random names (some strange but interesting results, a feature probably of more use to the DM). Twelve methods of characteristic generation are provided, from straight "you're-stuck-with-these-stats" to the manual entry of numbers. An optional "city" interface provides "buildings" to visit for creating all of the character's various skills and items.
Nine on-line books are included: Monstrous Manual, Player's Handbook, Dungeon Master Guide, Arms & Equipment Guide, Tome of Magic, Dungeon Master Option: High Level Campaigns, and the three Player's Option books: Combat & Tactics, Skills & Powers, and Spells & Magic. No pictures, all text, but quite a treasure trove for the price of the program, considering the price of acquiring physical copies of all of the books.
Encounters and monsters (lair and wandering), treasures, and NPCs are quickly set up by the DM toolkit. The installed database is customizable for house rules, letting DMs add their own monsters, character races, equipment, skills/proficiencies, magic items, racial abilities, powers, and spells, a flexibility sorely lacking in the previous version.
The value of this CD-ROM for the DM is enormous. Several of the various areas of the program can be run simultaneously, a great convenience for writing an adventure (the cyber equivalent of spreading out your books). For a pressing game deadline, reference sheets can be quickly printed, fast dice "rolled," and NPCs and encounters swiftly generated, with the creation of maps probably taking the most time. With all this, all the DM needs is a good idea!
--Sharon Daugherty for Skirmisher Online Gaming Magazine
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