Gygax must be chortling in his non-existent grave: Diablo II has come to your gaming table, and it’s brought random dungeons with it!
Review Originally Published May 21st, 2001
When I first cracked open Diablo II: To Hell and Back my first reaction was one of excitement: It looked like Carl, Eckelberry, Quick, and Redman were going to deliver an epic campaign for D&D.
As I read, though, my excitement quickly turned to disappointment, and disappointment turned to boredom. As I look back over what I’ve read, I’m still of a mixed mind over this book.
Diablo II: To Hell and Back is designed to bring the Diablo II computer game to your gaming table, adapting it for use with the D&D rules. To a certain extent, it succeeds. And to a certain extent, it fails. It succeeds in the sense that every location, every dungeon, every NPC, every quest, and every monster from the computer game is to be found between its covers. It fails, however, in the sense that it is so busy attempting to emulate the computer game experience that it never gets around to establishing itself as a D&D supplement.
Or, to put it another way: Playing Diablo II: To Hell and Back is just like playing the computer game… except without the graphics. (And you also have to do all the number-crunching and random generation yourself.)
But why would you want to do that? I mean, what’s the point? If I want to play something just like the Diablo II computer game, why wouldn’t I just play the Diablo II computer game?
At the end of the day, Diablo II: To Hell and Back fails in being a good D&D supplement – which is what it should have been, and needs to be, above all else. In fact, the only thing it truly succeeds at is emphasizing the vast gulf which exists between tabletop RPGs and Diablo-style CRPGs.
What’s frustrating here is that, with just a little more effort, the authors could have used the same basic structure of this product as the foundation for a truly epic D&D supplement. Something which builds upon the basic plot, characters, and villains of Diablo II — but also brings with it the unique strengths of table-top gaming (more realistic character interaction, the ability for the DM to handle more complicated plot dynamics, etc.). The opportunity, however, is wasted… just as your money will be if you make the mistake of dropping it on this book.
To be fair, not everything here is lackluster. As I mentioned above, the structure the authors employ to emulate the computer game is not without merit: They succeed in creating randomly generated adventures which, at the same time, have a structure and purpose. They don’t entirely succeed (I would have actually preferred to seen less left in the hands of the DM – after all, I can always ignore randomness if I want to), but they do explore some interesting ideas. The monsters to be found in this volume are also nice, particularly the demonic creatures with lower CRs. If my understanding is correct, however, these can also be found in Diablo II: Diablerie — so you might be better advised to look there, instead of here. (Without the monsters, I would most likely have given this book a Substance rating of 1 instead of 2.)
While the random structure holds some promise, in one area they drop the ball big time: “Rather than list a specific number of monsters for such Fixed Encounters, we list an Encounter Level. For instance, Corpsefire (a special Zombie boss) has CR 3 Zombies with him. You can use the Dungeon Master’s Guide (Table 4-1) to calculate just how many Zombies that means for the party level when the PCs encounter Corpsefire. That way the game adjusts the challenges the PCs face as they go up in level.”
When I first read that I was incredibly excited – not only as a game player, but also as a freelance writer. What a clever way of building scalability right into the adventure without having any significant amount of hassle for the DM!
And, indeed, it would have been clever… that is, if it actually worked. It doesn’t: First, it’s a misuse of the CR/EL system (because groups of creatures have EL; individual creatures have CRs – they were using terms interchangeably that aren’t interchangeable). Second, because the CR/EL system doesn’t work that way no matter how you look at it. Zombies which have a CR or EL of 3 will always have a CR or EL of 3 – no matter what level the adventuring party facing them is. The XP awarded for defeating a CR 3 creature scales as the party’s level changes… not the CR or EL of those creatures.
When I figured out that it didn’t work (about twenty seconds after reading it), I proceeded to get pissed off: Not only had someone designed a system that didn’t work, they had then – obviously – not even bothered to playtest it.
In short, let me say this again: Don’t waste your money on this book. It had potential, but it was horrendously squandered.
Style: 4
Substance: 2
Authors: Jason Carl, David Eckelberry, Jeff Quick, and Rich Redman
Company: Wizards of the Coast
Line: Dungeons & Dragons
Price: $29.95
ISBN: 0-7869-1831-4
Production Code: WTC11831
Pages: 192
I really don’t envy the design team for this one. Wizards of the Coast had licensed Diablo II and started releasing licensed D&D tie-in books in 1999. The idea of adapting what was, at the time, arguably the most popular fantasy CRPG on the planet to D&D was actually a pretty great way to try to expand a D&D fanbase that had been contracting for more than a decade. The only problem? Wizards was simultaneously getting ready to release a new edition of D&D in the summer of 2000.
So the Diablo II D&D sourcebooks were awkwardly split across editions, and the 3rd Edition books — like this one — were being developed before the core rulebooks had actually been finalized (which is always a difficult position for a designer to be in). Add in all the headaches that come from licensed games (e.g., getting approval from the licensor for everything you do), and, as a designer, you’re being put into an almost impossible situation.
Unfortunately, the result here was an almost perfect example of exactly what NOT to do when adapting a CRPG to the tabletop.
Glass Cannon Unplugged was supposed to be releasing a new Diablo TTRPG in 2024 that was going to be somehow compatible with a Diablo board game. But this currently seems to be vaporware.
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