DriveThruRPG.com
Recherche
$ à $
 Info Editeur















Retour
pixel_trans.gif
Autres commentaires laissés par ce client:
Vous devez vous acheter ceci pour évaluer ceci.
pixel_trans.gif
5th Edition Racial Options - Aasimar!
Editeur: Fat Goblin Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 10/16/2016 12:44:04

One thing I wasn't all that keen on when it comes to D&D is that Tieflings have been front and center for two editions and Aasimar just feel like an afterthought or, in the case of 4th edition, replaced entirely. I don't exactly hate tieflings but I get enough players that choose them to be 'edgy' but also Mary Sues to have a bias against them without Aasimar representation, especially when they're tucked away in the DMG as an example. At this point they're my table's Drizzt. So I am happy that my first foray into third party 5th edition material is Fat Goblin Game's Aasimar book.

We get a page of flavor and tips on how to fluff up your Aasimar so we have a good idea as to what they are, before moving into the hard crunch. We start off with the list of what to put in for your size and speed and ect. You get darkvision, resistance to radiant damage, you get extra healing when you heal and/or get healed more when you can't heal (?). There are three subtypes for Aasimar. Each gives a different +1 to an ability score and a once per long rest spell. they also get an different physical damage (bludgeoning, piercing, and slashing) resistance but it's partial resistance. I wasn't too sure about what it was since 5e is a lot newer to me but there's a sidebar that explains it. Apparently this means they get old school resistance at a rate of 1 per character level, so at level 5 a Solar subrace would take 5 damage off of all slashing damage. You also get Lineage options which lets you trade off some of the base Aasimar racial traits for something new.

Lastly you have some new equipment. One is a super holy water that deals more damage to undead, and also gives an extra use of radiant racial abilities for aasimar. There's a weapon that has a few abilities that seem kind of redundant. It grants +1 to attack and damage but also grants advantage and an extra d6 damage. It only works for divine classes and aasimar though. There's a ring that gives celestial derived creatures a once per long rest daylight and some extra darkvision. There's also a new spell that gives you necrotic resistance and can deal damage to attackers.

I hate to say it but despite a few of these options being really cool and flavorful there are multiple points where I think it goes too far. Looking at the weapon inside it grants a +1 bonus to attack and damage, a huge deal in 5e, but also improves accuracy and deals extra damage. Its redundant and does too much. I know I haven't been playing 5e for as long and deep as I have Pathfinder but I know that getting a weapon that gains advantage AND bonuses to attack and damage is an uber weapon even if it's restricted to aasimar, clerics and paladins. Not to mention that the abilities aren't in of themselves aren't very interesting. Its just boosting accuracy and damage. The partial resistance seems more troublesome than regular resistance since damage happens at a smaller scale. I know Dragonborn get an elemental resistance that's just normal resistance and it works out fine, but this kind of resistance starts off small and eventually becomes something hugely powerful, especially since any of the three physical damages are pretty common and usually come in attack by attack chunks. The spell does something defensive and offensive with a decent duration and doesn't require concentration means that it can stack with other defensive spells which in the context of 5e can easily lead to really overpowered defenses. Some of the abilities reek of 'Pathfinderisms' like introducing trade out racial options, old school resistance, and no-brainer benefits from magic items. Things that work out in Pathfinder but seem unnecessary or overpowered in Dungeons and Dragons. The rest is fine but with a short pdf this is a significant downside.

I'm just not terribly thrilled with this entry into 5th edition Aasimar. Added to the gripes above there are some minor typos, particularly in the sidebar to explain partial resistance, and the ability to heal and get healed more is kind of wonky in that if you have healing abilities you can add your prof bonus but if you don't have healing abilities then you add it when you get healed. Nice to have a non-biased option but this raises questions, like where the line is for this since this is an either/or thing. Does Second Wind count? If I heal myself with my healing ability does this work?. I'm left with a document that I'm reluctant to use and I'm certainly reluctant to just hand it to players for them to sort out. For this I'm giving it a 2 out of 5 stars.



Classement:
[2 sur 5 étoiles!]
5th Edition Racial Options - Aasimar!
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Tides of War: Volley Teamwork Feats
Editeur: Flying Pincushion Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 10/11/2016 12:21:54

A while ago, Flying Pincushion released an addition to their Tides of War line covering volley fire teamwork feats. I had uses for it but really the language made the feats difficult to understand and in some ways the rules as written didn't quite work. But they have since released a revision so here is a retrospective for the new product.

Like the mounted combat feats before it, this Tides of War is very short, with about two pages of usable feats but the pictures reduce it to about one and a half.

The first feat, Group Fire, is simple. Declare that you are making the special attack (A full round action) and anyone close to you with the same feat can make a shot as an immediate action at the same target. This gives everyone a plus one to attack and damage for each attacker at the cost of the participant (aside from the initiator) being staggered the next round. Its easy enough to follow and worthwhile for a gang of enemies or even a single cohort since it nets you at least a +2. There's a bit of weirdness where technically with the wording you don't need an ally to get at least a +1 bonus but given that its one shot for a full round action its not that bad since anyone in their right mind will just make multiple attacks. In fact at least it's something to do with the feat when you don't have allies which is nice I guess.

The rest of the feats require Group Fire and interact with it. Some are obvious, like the clustered shot one, and some seem to be there to compensate for situations where you only have one participant for your group fire. This is nice to have if you're an Inquisitor, or at least I assume so. I question whether or not for the purposes of Solo Tactics the participating ally gets to make an attack, gets the bonus and so on. Given the wording the I assume that the Inquisitor would be the 'source' of the ability and thus starts granting actions but not bonuses. I'm not sure how this works when she would have an ability that calls out granting a bonus to someone or even the clustered shot one. I'm guessing this is why Volley Fire and other teamwork feats function by things happening to you or you doing something than granting actions to allies. Bottom line is that I'm not sure if this is overtly useful for an Inquisitor.

For everyone else this is fine. With enough participants you can increase the threat range of weaker enemies, cluster your shots, get other ranged abilities a chance to participate, and hamper flying creatures among other things.

Everything is clear and easy to understand, which is a huge improvement from the product's previous iteration, but I do think that the inherent nature of how group fire works mucks up any ability that assumes that Teamwork feats don't grant actions or directly affects allies. Being initiated by an action as opposed to the feat enhancing an action does this as well. Case point is how Volley Fire works. As far as I can tell, only Solo Tactics gets confusing with it as it only calls out that participants don't receive bonuses but I don't think the rules intend for it to be able to grant immediate actions. Other than that I would take a hard look at any class feature that interacts with teamwork feats just to make sure.

I want to give this 5 out of 5 stars because the feats do grant new things to do and get creative with teamwork feats while being easy enough to implement, but the very premise is on shaky ground because I'm going to have to check for how it interacts with things. Perhaps Solo Tactics is the only outlier and I just have to rank all of this as mostly useless to it, but with the Inquisitor being one of the main classes that actually uses teamwork feats I'd like to not be confused as to how these feats interact with it. I also can't shake the feeling that this is inherent to teamwork feats not granting allies actions or new things to do specifically because of stuff like this. If we ignore those issues then these work fine whether you're dealing with a cohort or have a group of kobolds that you want to be a bit more dangerous. In the end I'll give this a 'high' 4 out of 5 stars. There's a glaring issue but I don't think you'll encounter the issue in most circumstances that you'll use these feats.



Classement:
[4 sur 5 étoiles!]
Tides of War: Volley Teamwork Feats
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
More Feats! Compilation - Volume I
Editeur: Fat Goblin Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 06/07/2016 11:21:02

First of all, a big thanks to Fat Goblin Games for gifting this product.

Abandoned Arts is a publisher that puts out some decent product. Not great but not terrible. But they are consistent in putting out their material that has a lot of crunch per page and not really wasting time on fluff or art, so you get quite the bang for your buck. However I'm not one to start picking up tons of little books, mainly because I don't want players (or myself) to go file hunting for just the right options by digging through a bunch of small titles. When it comes to player options I like my fat books or at least fat pdf that I can print out into a fat book, so the only Abandoned Arts book that I actually use is The Class Acts Compendium. Otherwise the company has drifted into obscurity for being fairly low profile crunch that I can honestly live without. Lately Abandoned Arts has started publishing under Fat Goblin Games, who I didn't really pay attention to until after their Fantastic Technology book, and most of the products I've seen after that book has been miles better than what I had purchased before so I see this as a huge step up for both companies. Here we have More Feats!: Vol 1, which is a compilation of Abandoned Arts More Feats! line.

This pdf is only 38 pages long but true to Abandoned Arts tradition it doesn't waste much space or time. These are a truckton of feats with seven pages being just the feat tables. The document promises another compilation as they put out more More Feats! books with two more compilations showing up sometime this year culminating in over 500 feats.

The feats here cover themes of Agility, Alchemy, Athleticism, Charisma, Courage, Dexterity, Endurance, Fellowship, Fury, Horsemanship, Intellect, Leadership, Marksmanship, Secuction, Speed, Strength, Style, Subterfuge, Wisdom, and Witchcraft.

The downside of wanting a fat book of feats is that I can't talk about every individual feat and how I feel about it so I'll just bring up my general feelings. Another downside is that this product is a bit difficult to judge. The feats inside are totally not equal. Some are pure gold that I want to take and are evocative and useful, granting you something new to do. Some are basically situational trap options that I'll never take. As far as I can tell not even one of them will break your game and they are written clearly enough for me to understand on the first try (Although I noticed a few typos and wonky language like gaining 'a bonus equal to the highest level spell..' not specifying spell level.), so do I judge it for the bad stuff or the great stuff? I guess judge by how much value I get for $9.95 it takes to purchase this product.

From that point you actually get quite a bit of value. I'm noticing some really cool feats for fighters and monks like one that lets you use Str for Initiative and a series of style feats that let you be really dangerous while mobile. There's also some really interesting social feats like distracting a room full of creatures enough to allow observed creatures to make stealth checks. The useless ones are situational but if you known what kind of campaign you're getting into they can be pulled off regularly. I would say that overall the feats are about as good as you'd expect from Paizo's Ultimate books with a large swath being ignored due to the abundance of feats you need for particular builds but the ones with good flavor and great usefulness peeking through, even producing new kinds of builds.

It does tend to mess up a bit less, where a number of the feats aren't bad but make me wish characters got more feats because really they do new things but will get crowded out by hyper-optimized combat focused builds needing feats to be way more aggressive. This is kind of a result of the product not exactly rocking the boat by revolutionizing the game or generating new subsystems or changing power dynamics but at the same time the tendency kind of keeps it playing safe and not messing up by completely bungling what its trying to do and wind up being completely useless or overpowered. Its the kind of thing that you wouldn't seek out with any real enthusiasm except for about a dozen feats and more of something that you're really happy to have when you have it. Its a dose of diversity that doesn't rock the boat that can be a really nice treat for casual games that have a particular kind of game in mind and giving a few new reasons to build in a weird way. From a powergaming grognard point of view there's only a couple of gems to break you from the core rulebook and is about as useful as your average Pathfinder Player Companion. That doesn't mean I wouldn't recommend it to a powergaming grognard because in context the same price is less than your average Player Companion and the density of the product does lend to it more actual content to sink your teeth into so it actually comes out as being as useful as a really good Player companion so I can deem it as well worth the price.

For the rate of traps per gems I'd have to lower my final score to somewhere between three stars and four, as that just adds more choice paralysis to anyone that has trouble finding feats, but I get more value out of it than others because I run and play a huge range of types of campaigns so my personal feelings lean it more towards a 4 stars out of 5 and call it a day.



Classement:
[4 sur 5 étoiles!]
More Feats! Compilation - Volume I
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Everyman Unchained: Skills and Options
Editeur: Rogue Genius Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 05/25/2016 11:27:23

When Pathfinder Unchained came out I was ecstatic. The talk of the town was the new unchained classes but i was all about the series of house rules to adjust the game. Unfortunately some of the patches for difficult parts of the game were a little too conservative which resulted in them being fantastic ideas in their own right but not really enough or very functional for the space allotted. Even the best ideas required a bit of adjustment before going into a game. But that's the nature of house rules so I was really eager to see how third party publishers polished off some of these great ideas, and so we get to Everyman Games, now a part of Rogue Genius Games, with Everyman Unchained: Skills and Options.

For the first bit we get a new skill system, a hybrid of grouped skills from Unchained and normal skills. To make things short, you get your normal ranks and skills as normal but additionally you choose skill groups as defined by the table inside at first level(You have to start with the Background skill group.), second level and every 4 levels after that. You get bonus skill ranks that you have to spend on skills within a skill group you selected but only if you have more than half your level in ranks from a skill in that group. On paper and in use this system works very well and gives you a wider range of skills without just handing off a bunch of extra skills willy nilly. But your milage may vary because I personally don't think I'll ever use this purely because Its an added layer of complication which I don't like even though it still works without having to adjust anything else. When presenting it to players I've had to explain whats being said and there was a lot of back tracking for players. To be fair half of my usual group isn't very adaptive to any level of complication so you may take that criticism with a huge grain of salt. Also for the other half it seems fairly simple enough. In the end I just feel like it's the background skills system that threw an added complication by adding your background ranks into something that you have to keep backchecking a chart for instead of simply adding them to a set list.

The next section is on favored class bonuses. There are things that I do like and things that I don't like. I like the favored class bonus options that are class specific (but not specific to race/class combinations). Its a cool way to really give a little more variety within a class. There are even a few third party classes in the mix. Same goes for the racially specific bonuses, particularly that they aren't class specific racial bonuses as well, something that I've always criticized because it means each new race is burdened to account for classes that don't yet through updates. At the same time the class specific ones have the same problem that makes me like the racial ones in that there's no way for it to account for third party classes. to a lesser extent the same can go for the racial ones because races not represented here get basically nothing. But this doesn't exactly mean that non-represented classes and races get no action. One set of bonuses are specific to classes with an animal companion, which works with classes or even archetypes that could come out next year and still functions. Then there are the universal options, favored class bonuses that don't require a specific race or class, which is basically the holy grail for me in this section. Particularly I like that you can pay favored class bonuses towards a feat that uses your race as a prerequisite. This little rule make racial feats a kind of mini paragon path which ups their value and flavor. Besides that it completely bypasses all the problems I have with favored class bonuses not being able to account for classes and races that don't exist yet or are third party while still keeping it racially relevant. Its one of those things where I wished the game was like that from the beginning. There are new feats that interact with the new favored class bonuses. They are nice but the real noteworthy thing is that humans make out like bandits with a new racial feat that gives them oodles of HP, skill ranks or both.

Lastly we have Alternate Multi-Classing options for the Dragon Paragon, Mystic, Occultist(third party), and Technician.

I may have lobbed some criticism but all in all this is a decent product. If you liked the background skills system from Pathfinder Unchained then the skill system is a better alternative. (I did not so I wasn't too keen on this system.) If you aren't finicky about getting new races and classes in on the favored class bonuses then you at least have an option to give them something. The thing I'm mostly taking from this book is the universal favored class bonuses and the associated feats but i can seriously see anyone else taking away more. So right now I'm on the fence of what to rate this because of a fight between what I feel like I'd use and what I feel others would use. I think 4 out of 5 stars is fair. Its a rating that doesn't scare people who would like it from the product but expresses that I really only consider two pages of the product useful to me.



Classement:
[4 sur 5 étoiles!]
Everyman Unchained: Skills and Options
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Heroes of the Advent Imperiax
Editeur: Purple Duck Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 05/10/2016 11:55:19

A big thanks to Purple Duck Games for the review copy.

Heroes of the Advent Imperiax caught my eye because I'm an admitted nut for scifi material for Pathfinder, particularly since I'm using the system to play a space campaign, and the cover has an alien woman with a space gun. I am a little bit sad that aliens aren't immediately apparent when starting to read it. This is the fault of not being very familiar with Porphyra and not being bothered to look at the linked wiki. Which is moot point, with products like these I really have to judge them based on how the elements fit into homebrew campaign settings because that is where they will likely be used for me.

After some prose to set the mood we have new races. One note of criticism is that images of individual races are not next to the racial descriptions (with one exception), although they do appear throughout the pdf. This irks me a bit as this means that printing out the races separate from the rest of the product is less useful. This isn't helped by the lack of physical description sections. You have to hunt down direct descriptions or images in the product to get a good idea of the flavor of the race. In addition to new racial traits for humans and half-orcs in the setting there are four stranger races. Two of them are pretty much your bumpy forehead alien types with some interesting abilities but nothing extreme. Two of them are much weirder giving something a bit more unique. There's a race of people with four arms but use two of them as legs. They have some rules to work with their weird anatomy that are partially awkward but useable. Then there are a race of psionic sneaky people and a race of hot green chicks and a race of half ooze people.

After this is flavor text detailing the state of the hot green chick race, that they are the remnants of a crashed spaceship that settled on Porphyra and got aggressive with protecting their technology. This includes some city stat blocks and brief history of the three main cities of the Imperiax civilization. This comes with new settlement qualities. There are important-to-the-setting NPCs but not exactly NPC stat blocks. Just their names, common locations, important equipment and a brief description. I actually really like this method. There are some NPC stat blocks later in the book but really for these I don't need too much information and this saves some space while getting to important information.

The next section is on class options. There is a prestige class that I can honestly live without. Its not bad, just that at this point I feel like there's enough material out there to have the concept without having to resort to a prestige class. Plus I'm biased against prestige classes so there's that. There are also new options and archetypes that fill in concepts for the setting. Though they are mostly for the flavor of the setting they look pretty functional, albeit nothing spectacularly new except for the otyugh mount. The Prestige class and the archetypes have a bit of psionic support with a new Terror and archetype for Dreads and the Prestige class requiring a power point pool.

This is followed by new feats. There are some psionic ones and many of them are racial but there are some general goodies in there. None of them feel superfluous or like trap options although Alien Weapon Proficiency brings up a system explained later about alien weapons that aren't exactly necessary given exotic weapon rules and the Technologist feat is sufficient for creating that kind of barrier for using certain weapons. We also get new psionic powers including powers adapted from spells from the Technology Guide which is way more relevant and interesting than the three new powers.

Here things start to get a bit rapid fire. There are two new race options using the race builder from the Advanced Race Guide, two new alchemical items, three herbs which function on an interesting basis that I'd like to see more of, and six new drugs/poisons. We also get new weapons and armor including technological items. The highlights are a nerfed powered suit, a stun gun, and a number of non-firearm weapons. Sadly there are two instances where I feel the rules are unclear about how something works but on the bright side they are easy to spot and only number in two. There are also some general technological items. The technological items are all priced lower than I expected which is a common theme among third party books with tech. Overall I really like the tech items here as I find them very necessary to flesh out the flavor of technology but also gives us a bit more new things with psionic-tech items. Among our general psionic items. We also have new vehicle stat blocks as well as a new type of propulsion type before getting to a list of common technological items in the setting.

Finally we get a gallery of NPC stat blocks using options from the book.

Lets get the bad out of the way first. A lot of the book kind of runs into each other without breaks after the class options section starts, so its a bit hard to find what you want. The lack of a table of contents for a 64 page pdf doesn't help matters at all. There are also a few points where the rules can be clearer or handled differently, particularly where the Femax environmental suit and the Dhosari race are concerned. The fluff, while there and interesting, makes me feel a bit lost on the product. I feel like I need more context outside of the Advent Imperiax to get a real feel for the setting and how this subsection of the setting interacts with the rest of it. I'm also a bit hampered by a somewhat lack of description. I generally assumed what this was and the product has a hard time conveying what it is and how it can fit into your game. And lastly the concept and execution of Alien weapon proficiency is beyond useless given how the rules for exotic weapons are sufficient for this kind of weapon barrier and simply doesn't play nice outside of it's own context.

For the good things; The actual content is really handy and things that I'll immediately put in my scifi campaign. I really like most of the races, The fluff regarding the races is fascinating, the NPC mini descriptions give me a lot to work with outside the setting, the psionic support to technology is very useful, the technological items are instant includes to a scifi campaign. The book as a whole is amazingly handy whether it's the fluff or the crunch and I would recommend at least getting it for the player options if you are running a tech focused game and moreso if your tech focused game involves interacting with crashlanded aliens in a normal medieval stasis world or a Iron Gods-like situation. I think I would give this a 4 out of 5 stars. Its a bit awkward to sort through but its full of things that I'll definitely use.



Classement:
[4 sur 5 étoiles!]
Heroes of the Advent Imperiax
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Meditations of Jade (PFRPG)
Editeur: Amora Game
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:59:39

Anyone Remember the Pathfinder Player Companion? Inside was a new feat type for Monks. I don't know about anyone else but for me those were terrible. Meditation feats, the feats in question, could be taken in place of monk bonus feats and represented getting bonuses for meditating. The entry feat gave you a one time +1 bonus to a roll if you meditate for one hour after 8 hours of rest. From there you can take more feats that give you different effects for the day that can be quite good or just offer another minor bonus. Then there's Combat Meditation which lets you meditate for a full round to gain instant benefits from other feats often with their own limits. I thought this was a neat mechanic but not much about it appealed to me because there weren't that many of them and there wasn't a real way to build around them. Plus I saw Combat Meditation and Meditation Master as pretty steep feat taxes for the kind of bonuses along the line.

Luckily Amora Games has release more meditation feats to let this new little subsystem play out, which is a great thing. The list of feats for monk bonus feats has always been awkward to me and meditation feats feel like a flavorful substitute that should have been a mainstay in the class rather than a small blip in a Player Companion. Potentially as big as style feats.

In Meditations of the Jade the feats are honestly not that exciting, at least in terms of combat effectiveness. There are a few that get cool and interesting, like the ability to spit poison, making a shadow double once a day, using dimension door, or detecting magic and invisibility, but others feel like they're more in there for flavor, like being able to switch styles in mid combat by using a swift action. I would say that half of them are nice to have or do something mildly exciting while the other half I wouldn't ever take considering that Meditation Master is already kind of a feat tax. This being a small book its hard to really judge because a few good ones can make the product good enough for most purposes and the low price tag doesn't hurt. I would warn customers not to get TOO excited but if you like the idea of monks getting a bit of divination and a bit of teleportation then this is a solid 4 out of 5 stars once you ignore the stinkers.



Classement:
[4 sur 5 étoiles!]
Meditations of Jade (PFRPG)
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Mystic Marketplaces: The Brass Drake
Editeur: Flying Pincushion Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:58:32

Another new product from Flying Pincushion covers a new subject for them; shops. The ole' Magic Mart is a strange place. Usually players just roll into town and roll some dice to see if what they want to buy is in the town. This series seems to want to make a store front that the players will want to come back to and interact with more than just picking up their supplies.

The marketplace in question has some crunch for the purchase limit and what they generally sell but also puts in a few other mechanics in there as well. You can barter unusual items, making for interesting quest material. You can also gain discounts and better sell prices for being a regular customer giving players incentive to come back. There are even a few quests to go on and an encounter that can kick off some events. It also includes a new magic item.

There are some points of this product that do throw me off despite liking the concepts as a whole. The owner of the Brass Dragon takes bartering and gives goofy quests that have odd implications that to me make me assume that he's a Time Lord but stats-wise is just a terrible rogue . As a source of boons or unique items the whole thing is a little lackluster. One thing about the Player Companion Magical Marketplace was that you could get a number of exclusive items and class features. Here the main resource is discounts and quests. Although, to be fair, my criticisms mostly stem from this product having the potential to be more impactful from an equipment perspective when in reality it's more of a fluff piece but even on the fluff front I get a lot of flavor out of the owner of the shop that doesn't feel like it pays out in regards to the quests he has lined up. I just have the feeling that it could have done or been more. It's there to give a bit more description to a shop and give reasons to come back and excuses to go on quests, although that leads to my biggest criticism that the quests feel like they describe mini enclosed events rather than things that lead into adventures your own adventures. There are typos here and there but nothing terrible or anything that ruins the whole product.

All that aside the product succeeds in a lot of ways. It does present a item shop with a reason to return and means to extend into quests that make the place more of an adventurer hub than something that isn't even role played out. My sense that it could probably need more fluff or more crunch is easily dismissed as irrational because it is a very similar to another product I love, Dire Rugrat's Tangible Taverns line. It does it's job and I can see myself using it as a jumping point for adventures.

In the end I want to give it 4 out of 5 stars. Its a good and functional product but I think that if it had more crunch or more fluff I would be way more satisfied with it, but for now I'll use it but I won't be jumping to use it.



Classement:
[4 sur 5 étoiles!]
Mystic Marketplaces: The Brass Drake
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
The Animist: Nature Incarnate
Editeur: Interjection Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:55:17

I have two sides to how I think of this class.

On one hand it practically has one class feature. Its a full BAB chassis with a good will save. it has it's animism, a class feature that interacts with his animism and a capstone. That's it.

On the other hand the class feature it does have is all kinds of interesting. It gets two kinds of aspect slots. For major aspects of seasons or creatures that have a scaling suite of effects based on how many aspect slots are invested in that particular aspect. The minor slots don't have the investment slots and each are an ability that can happen once per day plus an extra time every five levels. At 5th level and every other four levels after that it can swap minor aspects that have static effects or haven't been used so you can get a bit diverse without getting gimped.

The aspect system, particularly the major aspects and the investment mechanic is inspired and interesting, and almost every ability feels relevant, like they each add some power. A number of them are quite overwhelming, probably to make up for the lack of other class features, and you can make some devastating combinations so the class can stand on it's own legs.

But I have a hard time even accepting the amount of class features that the cleric has without being bored so the Animist feels like it really could have been knocked down to a d8 hit die and 3/4 BAB and gotten some more class features to spice it up. In fact I feel like I'd take aspects over the Hunter's spells and creature boosts, as the actual class feature feels like what I wanted Animal focus to do during the playtest and then some. The lack of class features or even bonus feats make the class not be able to interact with other parts of the game and feel lackluster.

I'd give this product 4 out of 5 stars. I know I have some harsh gripes with it but it really it's not bad, just feels a bit flat and its really a matter of taste. As I mentioned above, the cleric feels the same way and many people will still enjoy the cleric. If it could give up some BAB for some other abilities or something I'd be way happier but this is nice too.



Classement:
[4 sur 5 étoiles!]
The Animist: Nature Incarnate
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Path of War
Editeur: Dreamscarred Press
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:51:41

This is one of those products that has already been discussed to death so I'll focus on my general impressions instead of a deep analysis.

I was not originally sold on the idea of Path of War. Looking at it's predecessor, the Book of 9 Swords, the whole idea seemed too much like Vancian Martials which turned me off from the concept of a system of spells/maneuvers for mundane classes. I was even more put off by the idea of new, more powerful, classes eating up the niche of mundane martial classes.

So what sold me? Nothing actually. I have little experience with GMing these characters and classes so I'm still waiting for options that aren't just a feats for paizo martials to really get in on the action. What sold me on actually purchasing was that the classes are actually pretty fun to play, (I purchased the Stalker separately before buying the whole thing) and there are expansions on the horizon.

There are three classes. The Stalker which while annoyingly gets a ki pool at first level while the monk gets his at 4th is a fun class. Its kind of a ninja with maneuvers. There is the Warder who's most interesting class feature is a built in Combat Patrol effect giving it an aura of tanking. Then there's the Warlord, the most smack happy of the trio who probably has the most proactive means of regaining maneuvers. They are sweet classes although I'm not too in favor of the Stalker getting a Ki pool and maneuvers but it has about the same accuracy of a Rogue so I guess that knocks him down a peg.

We also get some new feats. Some of the feats are pretty game changing, like the generic dex to damage feat. People will take it even if they don't touch the classes or maneuvers in the book.

The maneuver system itself is less cumbersome than I imagined. Sure I was upset that maneuvers are per encounter abilities at their default but the Inquisitor class forced me to define what the beginning and end of combat was so it didn't hurt that much. There are some weird ones that lock you into some skills if you want to dedicate yourself to using it effectively but the maneuvers functioned well enough and didn't feel completely like spells of another name. Also combined with the new classes they aren't all that powerful, especially if you already strive to buff your martials with other third party things, and really especially since they can't really rely on anything that martials use for power. In the end they do more stuff and less damage, or at least that's how I've been building them. Don't hinge on ALL the maneuvers to make logical sense though. You can explain them away in the same way you can explain how a guy can practice martial arts so hard he shoots lasers from his hands so some points aren't for everyone but it's not an awkwardness that can't be overcome with rule of cool.

The prestige classes are, I didn't read them.

There are a series of feats for other martials to have up to six levels of maneuvers at the cost of up to six feats. Fair but I don't feel like this exactly helps other martials come up to par in versatility and just converts them to a state that's still less valuable than either not taking maneuvers at all or just taking a maneuver class. That said taking one or two of the feats is worth it for the stances.

I forgot, the Maneuvers are divided into different schools of fighting which is my favorite part of them. Each style is distinct and interesting giving a lot of flavor for what kind of maneuvers you're doing.

Overall I'll give this five stars. I felt awkward about it at the start and I refused to leave normal martials in the dust but I liked my play experiences and it flows pretty well.



Classement:
[5 sur 5 étoiles!]
Path of War
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Into The Breach: The Witch
Editeur: Flying Pincushion Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:48:32

Into the Breach: The Witch is a simple idea; provide new options for the Witch class in the form of archetypes, hexes, patrons, feats and even some prestige classes and an alternate base class. This is a pretty dense pdf with a ton of content.

despite having some inconsistancies with ‘game language’ (for example: Bailiwick hermit has an intelligent construct that functions as the witch’s spellbook, which function differently from familiars that store spells) most criticisms on this front are superficial at best and basically function as written without much clarification. As for how powerful and cool they are, nothing impresses me but nothing infuriates me. This sounds like the archetypes are only so-so but my opinion of the Witch class is that it is very bland so the amount of modularity and flavor given by these archetypes are a huge boon despite them not exactly clicking with me.

The alternate class, the Sevite, casts witch spells using Wisdom, gains a domain, gets a daily divination, the ability to get posessed by Loa thus gaining some abilities. Unfortunately I own both Pact Magic books so I’d never play this but if you don’t this is an alternate class that has a more defined flavor than the normal Witch.

There are two prestige classes. The Heathen, which probably should have an alignment restriction, I don’t like. Not because its too powerful, weak or unwieldy but seems to combine Magus and Witch in a way that feels like neither and just adds more complications. Then there’s the Scarred Shaman, a Witch-Barbarian. I like this one more (despite BAB not matching HD which is a pet peeve)

The Hexes and Major Hexes are mostly ‘meh’ but I can say that about most hexes in general. There are a few gems that either allow for new possibilities or new flavors so for the most part they’re a hit. The Grand Hexes are a more definite hit for me.

The four patrons take up all of half a page which sucks but what are you going to do, Patrons just aren’t as meaningful and flavorful as bloodlines or domains.

The feats are okay, nothing too interesting aside from the feat that allows you to swift action hexes against weapon targets, which I’ve seen so many times but not in feat form. There are plenty of archetypes that let you mix attacks and hexes so its not terribly thrilling.

So would I play with it? Probably. Overall I’m not a fan of how linear the witch is so I’d likely pick an archetype out of here to better represent the flavor I want to play, especially the Sevite. I feel that the Into the Breach series feels the strongest when it fills in holes in classes and I think that this succeeds in adding some good flavor options to a very ill defined class.

So Would I allow it at my table? As far as I can tell there is nothing unbalancing or annoying going on and everything functions as written or with minor clarification. I’d allow it. Overall I’d give it a 4 out of 5. I like it enough but nothing blows my mind.



Classement:
[4 sur 5 étoiles!]
Into The Breach: The Witch
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Into the Breach: The Inquisitor
Editeur: Flying Pincushion Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:47:35

The latest entry in Flying Pincushion's Into the Breach series covers the Inquisitor. Like the rest of the series it features several archetypes, an alternate class, Prestige classes and some options and items to round out the class in question.

The archetypes are imaginative and each one gives new and interesting options. Some of them however pick at a few peeves of mine when it comes to crunch. Some of it includes niggling details like inconsistent wording on replacing spellcasting or the Circuit Judge having an ability that calls out that it works for one round before calling out that it works for a number of rounds equal to it's level. Some of it includes personal opinions like some archetypes being too powerful, too weak or redundant for what they replace or Duplicating Accessor being, to me, a book keeping nightmare due to shifting ability scores as a payment for abilities. Nothing I've seen is outright wrong or anything that can't be solved with some clarification but the amount of instances where things like that happen make the product a bit awkward. The archetypes themselves may be worth the headache but tat would be chalked up to individual opinion based on whether or not what annoys me is the same thing that annoys you as none of them are objectively bad, or at the very least need more playtesting than number crunching to get a clear idea of how well or bad it goes.

The alternate class, The Vengeant, seems like a soup of classes. One part Paladin, one part Inquisitor, a splash of Monk and a slight hint of Cavalier. It's a full BAB, 4 level caster. Instead of armor it gets wisdom to AC. It gets an ability that functions a bit like Cavalier's Challenge ability and works with a Judgement-ish ability and makes the target susceptible to an Oath Strike, an attack rolls twice and takes the better number. Overall I like the class.

In the Prestige Class section is hard to judge for me because I generally don't like prestige classes. All I can say is that they didn't have any glitches I noticed and one is way better than the other in the sense that its incredibly more interesting mechanically.

The new Inquisitions are probably some of the most thematic inquisitions I've ever seen. There are some that are specific to a creature type, like Undead Slayer. They aren't too specific so you can make some actual use out of them. There are also racial inqusitions. A lot of them have some of the niggling problems I meantioned earlier, specifically that when an ability functions as a spell that spell isn't always italicized isn't always referenced as being spells or having a reference of what book it is.

Lastly there are new mundane items. Like any mundane item they aren't entirely impressive but hats off to them for having them. Its always magic item this and magic item that. Nothing happens unless it's magic. The all star of this one is probably The Bolt Feed, which along with Rapid Reload (I assume this works) lets you fire crossbows at the rate of a bow.

So as a whole? I like about half the archetypes which made me think this book was going to be a disappointment but the book gets much better further in. Like in a lot of the Into the Breach series I can feel the difference between authors of the material based on different wording and inconsistent levels of clarification. This bugs the crap out of me and if you can get past that or give some GM oversight the classes I didn't like can be saved, and they probably should be because they do present a new play experience and an interesting take on what an inquisitor is. So it's a product with a lot of potential but kind of flawed on entry. I'd give it a high 3 out of 5 stars as a rating for myself but for the taste of others I'm rounding it up to 4 stars.



Classement:
[4 sur 5 étoiles!]
Into the Breach: The Inquisitor
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Into The Breach: The Forgotten Classes
Editeur: Flying Pincushion Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:46:35

The subject matter in this one appeals to me a lot. This entry into the Into the Breach series from Flying Pincushion is a bit different from the rest. It is about NPC classes, something that I feel is underused throughout the game. NPC classes represent an easy way to generate some stat blocks to do a purpose and become thrown away because honestly NPCs will either die too quickly or their stats rarely come up enough to warrant going through the process of building them as a complex base class. Its too much work for their lifespan so anything that helps on that front is very welcome. Also they represent some GM only territory to help smooth things along, present unique challenges and make a character unique. So lets take a look at what Flying Pincushion does with them.

Starting with the Adept the first archetype grants more complex class features than what I'd care for on an NPC. Basically it can summon incrementally stronger construct out of a chosen elements. You're basically making two NPCs at that point but once they're statted out they aren't too complex. I do feel like just conjuring elemental from existing bestiary stat blocks would have been simpler so points off for that but those points come back because you can actually make an interesting encounter with this archetype. One thing that has to be said is that this archetype is way too powerful for the abilities it replaces, but I'm not counting this against it. Mainly because this is GM only territory so that kind of stuff doesn't matter. I don't even think that the summon construct thing even has a per day limit which is overpowered in the hands of a PC but with an NPC it is allowed to have these kinds of things.

The next Adept archetype is a cannibal that gets benefits from eating hearts and brains. It's simple and concise and is probably the best example of things that I want to do as a GM that I don't want players doing, or at least not with that specific ability. Its the kind of unlimited overpowered thing that is hidden behind an inept class so that players don't do it. After that is the Nun which is a support cure-y Adept, and a Vicor, a more Inquisitor-ish Adept that is way more varied based on it's domains. It also get some extra abilities based on what domains it has. The Aristocrat gets archetypes making it a nature cultist, junkie or tax collector. About the only one that I feel is less interesting is the first one but the other two have something about them that make them interesting to interact with or fight. The Commoner gets a woodsman archetype, an animal handler and a bum. The expert gets a locksmith, a crafter and a minstrel. The Warrior gets a savage, a peasant, a siege engineer, and an archer.

Following the archetypes is a new Alternate Class that is basically a merchant. I don't know what it's an alternate class for but it fills it's role basically enough as a new NPC class.

After that is an entire slew of new mundane items including weapons and armor which is basically inferior to normal weapons and armor and would be used by peasants and savages.

As a whole although only one archetype really became complex handling NPC classes via archetypes is more complex that I would liked. The archetypes themselves make the NPCs more powerful, which is okay with them as a GM tool but one thing that is actually sad about it though is that having them as hirelings or cohorts in the control of the player is a bad idea for some of these. This does not apply to all of them but they do basically make the balance different so they cant' be handed over without some forethought. I am also disappointed that NPC boons were not covered at all as that is design space for NPCs that rarely gets explored. That said The archetypes are more about flavor than anything else and certainly add abilities that increase their flavor and can make interesting fights or interactions with player characters. They are interesting and I will certainly use them when their concepts come up, I'm just not jumping up and down over what they bring to the table. Another bit of criticism is that there are typos here an there. They don't really ruin rules or anything and I'm overall dismissive of them because of the GM-centric nature of the product. Bottom line is that this gets 4 out of five stars from me.



Classement:
[4 sur 5 étoiles!]
Into The Breach: The Forgotten Classes
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Into The Breach: The Cavalier
Editeur: Flying Pincushion Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:44:12

I think this is the third ‘Into the Breach’ by Flying Pincushion. Into the Breach is a series of books expanding on paizo’s base classes with new Archetypes, Class options, Alternate Classes and Prestige Classes, This one focusing on the Gunslinger. The 34 page document kicks in with the crunch on page 5 and the last page is legal information leaving 29 pages of content.

First lets look at the Archetypes…

The Black Powder knight comes out as kind of a merger between Gunslinger and Paladin. It gets Lay on Hands and a gun variant on Divine Bond. I wish the Divine Bond thing was rewritten because there are a few ambiguities, like what effective Paladin level the BP Knight has or whether or not he can take a steed. The other abilities are general protection things although one ability seems weird. Essentially you purposely misfire to deal damage to all enemies in 30 ft and stabilize all allies in 30 ft. Why it does both of these things I don’t understand, I guess because of Paladin powers. Overall I’m not excited. As an archetype of a mundane weapon-based class it seems to be dipping too far into a class with magical abilities. Not to mention that Paladin has a Gun-wielding archetype.

The Boltslinger seems to be a Crossbow Gunslinger. It does mostly what it’s supposed to do, although I’m not sure if it makes crossbows viable. (probably not) The odd abilities out of the bunch: Bolt Ladder lets you ignore hardness to walls when making footholds for climbing. Seems as oddly specific and compares to the Monk’s Slow Fall ability in usefulness. Poison use is also Weird but not really bad in any way.

Bombard Blades get a free melee weapon that is also a gun. Well not a real gun. Its more that it uses ammunition to explode on whatever you struck. The wording explaining it feels very clunky with some redundant language but seems to function once you read everything. In the end it looks like a fun class and comes with a new weapon for everyone else.

Cunning Scoundrel is funny and looks fun. Basically a Gunslinger with Sneak attack and some tricks involving weapons that are hybrid gun/melee weapons like Axe Muskets.

Frogman is an Underwater Gunslinger slinging spear guns. It mostly does what it says on the tin but it has a few oddballs. One ability adds to the Frogman’s Swim Speed when it should probably grant a swim speed if the creature doesn’t already have one. The frogman has two abilities that are weirdly specific. One works if the enemy could fall off of something and into water and apparently summons predatory aquatic creatures. As a class ability this is just nonsensical.

Powderman is pretty much Bomberman. It has one ability that is very unclear about how it works but otherwise functions as one would expect. Gains the Alchemist Bomb Class feature at a lvl 4.

The Wyrd Hunter is some sort of anti-supernatural serial killer I guess. Honestly it looks pretty weak despite looking like it functions properly

The Trickshot is a bit more exciting. It can make ranged Dirty Tricks with guns and gets bonuses to it. In some ways this may be too strong because it gets sort-of called shots per attack. Looks good and fun.

Now onto the Alternate Class: The Gungineer.

The Gungineer has some different deeds and grit (they are named differently) and really they seem very Gunslinger-ish. Nothing terribly off beat or anything. It does get a special named weapon that cannot be enchanted (no word on what to do if it gets lost) This named gun can get abilities based on a pool of modification points much like an Eidolon’s Evolution points. Its about as cool as it sounds but at such a short book it leaves you feeling like the concept alone could have been a 100 page book.

Now the Prestige Classes:

Theres the Grey Eye, a necromancer Gunslinger. Basically the Gunslinger has to get his eye popped out and replaced by some kind of necromancer eye, capable of storing grit and giving some some necromancy themed abilities and spells. I like it well enough, although BAB and HD aren’t tied.

The Hex gunner is a Witch x Gunslinger prestige class and really does what you’d expect. Shoot hexes. Honestly nothing is going to make me like this. Its written well enough but I’ve seen three archetypes for Gunslinger that shoot Hexes and I think there’s a Witch archetype as well. Witchslinging as a prestige class does not appeal to me.

The Qiang Seng is a Monk x Gunslinger. Like the Witch based PC its an idea I’ve seen a lot but this one has Ki-Grit so I like it a lot more. It gets ‘katas’ which are sort of Gun-fu talents as well as deeds/ki powers that use ki or grit interchangeably. This looks very fun.

After that are three new grit feats which aren’t very exciting save for Cleaving Shot which does what it sounds like it does.

Then there are new gun/weapons which look fun.

Overall there are some bumps in the road. A few abilities from some classes are ambiguous or goofy but nothing came out to me as being pure garbage and a few options are pure gold. I only noticed one actual typo.

I think I’ll give this 4.5 out of 5 stars. niggling problems aside some of the concepts or and mechanics feel like they really NEED to be there so I’ll float it to a low 5 star when partial stars aren’t available.



Classement:
[5 sur 5 étoiles!]
Into The Breach: The Cavalier
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Into The Breach: The Alchemist
Editeur: Flying Pincushion Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:42:32

Another Into the Breach, another slew of archetypes. This one covers the alchemist.

Starting off is The Academian. It gets set trap bombs instead of thrown bombs and also a different kind of mutagen that grants a massive skill bonus, a spontaneous discovery and a spontaneous extract. The last one feels like I’d need to see it played out to a huge extent before I can determine if that’s too good. There aren’t that many magic bullet effects like the wizard’s spell list and it’s beyond useless in combat but some combinations with later level extracts may get wacky.

Then there’s the botanist which gets a new kind of damage for it’s bombs, some plant related bonuses including one against AC against plants, a plant mutagen and plant companion. The companion is the biggest draw getting a lot of spontaneous tricks with the new plant mutagen. The alchemist gets some new spells for his extract list. I’m sorely disappointed that this archetype didn’t go into full-on Swamp Thing mode but I think the ‘subject’ alchemist is valid.

There’s the Humorist that can cast elemental domain spells by drinking a new kind of drink based on the four humors that gives you a specific nerf. Doing the math this looks scary particularly since you can maintain six or more of these things at a time.. It does basically give you a bunch of free spells per mutagen. They’re elemental spells so not worth that much but at 20th level you can easily turn this into 46 extra spells throughout the day maybe more. You can’t really nova them because it severely nerfs you but still I’m not 100% on trusting an optimizer on this.

The Kiln Crafter can make cheap fragile weapons and armor with better crit ranges and DR. These can be modified with different glazes and additives and later make it seep acid. Eventually they can make terra cotta constructs. I’m not a fan of the primary ability being more capable crafting than having actual abilities but your mileage may vary on that one.

The Natural Transmuter makes Extractors and Transmutagens. What are those things? Extractors are spell vacuums that hold an arcane spell that targets them specifically. They can then throw the spells around after that. There’s no difference between extract slots used for this ability so my reaction is mixed. Its an ability I see a lot in third party products and while it’s a flavorful effect I’ve never found it to be useful. Luckily I think the language implies that you can still make extracts so its not going to be dead weight when you’re in a situation where there is no one casting arcane spells at you. Transmutagens suffer from the condition “I don’t know what’s going on”. You make Transmutagen much like Mutagen but you pour it, I guess, on things to turn them into armor, weapons or a structure. You can do this to creatures but they get a will save to negate. Same goes for attended materials. (..ok…) There’s a chart determining what you can turn into what else. This chart includes “substances” like Cold, Fire, Electricity, Sonic, Light, and Darkness, all of which I have a hard time imagining being turned into other things being non-things. For example; You can turn Electricity into Sonic. What as a standard action? How does that work? can I turn power lines into music? How much “Sonic” do I need to make armor? What do I do with the Sonic?

The Pyrotician makes Fireworks instead of bombs. I’m not exactly sure what the difference is other than Bombs being a splash weapon. What they do in terms of damage is noted but not much else about how they work, like how long before they go off when you light them. I presume that they go off on impact. But only that but it talks about listed ranges, so are we using the fireworks from Ultimate Equipment?

The Supplementum enhances alchemical items that already exist and class features. It is less problematic although for what it does the enhancement thing being a ‘maintain one at a time’ feels kind of limiting.

The Venom Bomber is probably the all star of the book. It builds complex poisons that are modified much like eidolon evolutions. It has very few glitches (although I don’t know what poison damage is. This isn’t 5th edition.)

The Viscous Arcanist’s theme can be replicated with discoveries all while being less confusing. But the ooze spell deliveries is a nice touch and its a functioning archetype so it works out okay.

The prestige classes fall into Alchemist/Ranger with emphasis on Favored enemy, and a Summoner/Alchemist which feels like it has less of a point.

The discoveries inside are numerous and some are genius and flavorful while some are problematic and terrible and the rest are kind of everywhere in between. You have some hardcore gems in there and some definite turds.

There is a nice list of Plant companions that will probably prove useful for more than the verdant alchemist.

As a whole I really wanted to like this one. Witch, Cavalier and Gunslinger all felt like they were going in the right direction for this series, particularly Gunslinger and it’s higher concepts without functionality problems, but this one seems like half of it doesn’t really work. It also seems incredibly obvious that a good chunk of the book relies heavily on replacing Bombs, or Mutagen with something with similar language despite differing value of effects. That one isn’t an actual complaint but it felt very cookie cutter in design. There’s quite a few gold nuggets to mine but I can’t say that with certainty that I’ll use any of this simply because I like to be able to hand a player option-based supplement to my players and they can build something that functions without hassle or house rules to fix it or having to worry about dubious balance issues. I’m riding on two stars for this one.



Classement:
[2 sur 5 étoiles!]
Into The Breach: The Alchemist
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Gothic Campaign Compendium
Editeur: Legendary Games
par Elexious C. [Acheteur vérifié]
Date Ajoutée: 04/06/2016 16:38:37

I took a chance on this product. I had a horror campaign coming up and wanted some tools to make it memorable. I'm not very familiar with Legendary Game's products and never felt the need for them but it was highly recommended so I picked up a hardcover.

So how did I feel? Mixed.

In all reality I could run a horror/gothic campaign without this but it also brings a number of tools to the table and I became more impressed with it the deeper I read. The spells and character options range from things I'll never take to things that are ultimately not that great but I'll take it because it is hilariously spooky. For the GM the rules for Grimoires, monsters, NPCs and the general advice are more than welcome.

Overall this book is about fun and bringing your fluff to life when I came in expecting a few base classes and other options. So I was a bit disappointed. However as a DM it is much more useful although chapter 6 has a lot of rules that could have been organized differently. In the end I've recommended it on multiple occasions because it does handle quite a few ideas and made my horror campaign more lively so despite feeling a bet 'meh' on my first viewing it's usefulness is undeniable so I'm giving it 4 stars.



Classement:
[4 sur 5 étoiles!]
Gothic Campaign Compendium
Cliquer ici pour afficher la description du produit

Ajouter à la Commande

pixel_trans.gif
Affichage 1 de 15 (sur 25 critiques) Pages de Résultats:  1  2  [Prochain >>] 
pixel_trans.gif
pixel_trans.gif Retour pixel_trans.gif
0 article
 Cartes cadeau