Retro RPG: Advanced Dungeons & Dragons 2nd Edition Complete Fighters Handbook Complete Book of Elves
Who says fighters are the poor cousins of the AD&D game? No one will say it aloud after reading the Complete Fighter's Handbook: 128 pages of mind-expanding advice on how to make your fighter the leanest, meanest threshing machine for leagues around.
New weapons, new proficiencies, new fighting styles, and fighter "kits" make this optional AD&D accessory a useful item for players and DMs.
The Complete Fighter's Handbook is also the book that first introduces kits in D&D. Somewhat maligned by the end of 2nd edition AD&D due to uneven standards of game balance across different titles, kits were nonetheless a godsend at the time they first appeared. They allow players to clearly and dramatically differentiate their fighter characters. Sick of playing a 2nd edition vanilla fighter with few choices? This is the book for you.
The glorious world of elvenkind shines from these pages!
Detailed in this tome are their societies, rituals, and myths - and their physiology and psychology. Descriptions of every kind of elf abound. Rounding out this information are 11 new kits; new optional rules and suggestions for running elven campaigns; and special elven equipment, spells, and magical items.
Forget what you thought you knew about elves - The Complete Book of Elves sheds new light on this mysterious race!
It's in the third chapter, "Physical Attributes," where power inflation starts to appear. McComb gives elves the ability to empathically share their feelings in exchange for combat bonuses, gives them resistance to heat and cold, suggests that they are largely resistant to diseases, and provides them with the ability to "manifest." Best described as the ability to suddenly loom large and become imposing, manifestation admittedly has little game mechanical impact outside of roleplaying.