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Eclipse: The Codex Persona Shareware
by Margaret N. [Verified Purchaser] Date Added: 04/25/2008 20:40:53

This is a very nice handling of d20 rules that completely does away with the straightjacket of classes and adds a few things that weren't part of the standard rules. The formatting is basic and the art is quite good (too few gaming books use classical sources for pictures). It's not for newbies to the the rule system, but players who understand it will enjoy the flexibility it grants.



Rating:
[4 of 5 Stars!]
Eclipse: The Codex Persona Shareware
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Eclipse: The Codex Persona Shareware
by Richard L. [Verified Purchaser] Date Added: 04/18/2008 17:57:01

Once you get it into your head that you can make almost any character design with Eclipse, the only problem you have is keeping your players a bit grounded, but really, who cares, its fun - having a by-blow of a greek god adventuring with a somewhat morose vampire (among others) was simply a blast. For those who think its not a true flexible point buy system, read more carefully.



Rating:
[5 of 5 Stars!]
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The Practical Enchanter
by Shane O. [Featured Reviewer] Date Added: 01/09/2008 12:08:07

It’s difficult sometimes to review things on a 1-5 scale. Usually that range is enough to clearly denote just what I think of a product, but very rarely, I’ll read an RPG supplement that makes me wish I had a wider scale. Specifically, there’s a very small group of books, less than half-a-dozen, that I’d give six out of five stars to if I could; The Practical Enchanter is one of those.

A companion volume to Eclipse: The Codex Persona, The Practical Enchanter does not require that you have the former book to use it. Like it’s sister book, The Practical Enchanter is available free for download, along with a pay-for version that is identical – Distant Horizons Games released the pay version purely so gamers who really liked the book could voluntarily pay for it if they felt so inclined. This is an incredibly magnanimous gesture on their part, particularly since I think the book is a steal at twice the price.

The PDF of the book is two hundred forty-two pages long, including the covers, OGL, credits page, editor’s note, and an explanation of the shareware version. The text is OCR and is fully searchable, allowing for cutting and pasting. Full bookmarks are also given, tagging every section and subsection in the book clearly. The table of contents is not hyperlinked, but given that the bookmarks cover everything listed, this isn’t really a problem.

As with many Distant Horizons Games products, the artwork found in the book is all material that has long since entered the public domain. All black and white (save for the covers), everything here is over a century old, at the very least. Given the nature of the pieces used here, they all have a very distinct feeling to them, particularly since they were (presumably) all made as serious art. The detail and rendering on them is exquisite, even if the pictures rarely seem to directly relate to the text on a particular page. Also, unlike Eclipse, none of the pictures have captions. A plain, black border encloses every page, along with alternating listings of the book’s title, and its parent company at the bottom of each page. In short, this is a book that could conceivably be printed out with relatively little difficulty, though if you want the entire thing in physical form, it may be cheaper and more worthwhile to just purchase the print version.

One final thing that must be noted before examining the book’s specifics is that, similar to how Eclipse had rather silly captions for many of its illustrations, The Practical Enchanter has periodic commentary appearing in its pages from Grod the barbarian, and his compatriots. Very much a stereotype of his chosen profession, Grod banters with fellow characters such as Lute the bard, Guildmage Xanos, EVIL WIZARD (yes, he spells his name in capital letters), and every so often, the book’s editor. While largely humorous, these comments are always relevant to the section of the book they’re in, and sometimes are nicely insightful.

So now that all that’s out of the way, what’s the book actually about? Well, The Practical Enchanter is a magic book for your d20 game. It’s not just a book of new spells, nor does it give an entirely new magic system, but rather straddles the line between those two distinctions, doing a little of both. By its very nature, this makes it mutable, offering different things depending on what you’re looking for. Each of its six chapters is quite different from the others, allowing you to pick what you need as you like.

The first chapter (and in my mind, the best) covers new spells. This isn’t just a random assortment of new spells listed alphabetically, however. Rather, the chapter looks at the types of bonuses/penalties you can get in the d20 system, and analyzes spells that grant (or inflict) those, and provides spells based on that. In many cases, these are spells, but you also often see spell templates – spells whose mechanics are variable, and make the spell level vary depending on what mechanics you choose. Want the spell to be long range and affect a group of people? That’ll drive the level of it up. A sidebar describing how they worked the mechanics accompanies every subsection here, and the chapter is peppered with comments on additional affects that can be applied to any spell for an increase in level (for example, making a spell able to get through a golem’s magic immunity raises its level by +3). By mixing these altogether and treating each result as a different spell, there are thousands upon thousands of combinations possible just from this chapter alone.

The second chapter presents practical variants on spellcasting. Specifically, it concerns itself with methods of spell research, and using the Spellcraft skill to create magical effects. While this may sound dry in theory, the sheer breadth of what the book fleshes out is incredible. With a high enough Spellcraft check, for example, you can theoretically design a new spell instantly as you think of it, rather than taking weeks of costly research.

Chapter three covers new feats. Again, the level of innovation here is quite high, such as a feat that lets you use magic/items that normally shouldn’t work in your campaign world. Roughly only half of the book’s feats are actually detailed in this chapter; the others appear in relevant sections – this chapter lists them and gives a page reference for them, though.

The fourth chapter covers new magic items. These are all “social” magic items, made to make life easier in towns and cities, for the good of the general population, rather than for adventurers to better kill things with. What may make this section a tad bit less appealing for some is that instead of the standard d20 magic item formula (magic aura, caster level, necessary spells and feats, market price), these have their creation information given differently, with a focus on how to create them and how the price was established. Still, these will likely be very useful to someone looking to make their high fantasy world feel more “realistic.”

Chapter five deals with alternative systems. If you don’t have or want magic in your game, this chapter deals with how to turn the book’s new rules and effects into things such as superheroic powers, or cybernetics, among other things. The final chapter covers two kinds of great enchantments, heartstones and wards major. The former is essentially an area with great magic that you can tap into, while the latter is imbuing an area with great magic that it can use itself. Several appendices round out the book, with the first one giving tables of relevant information, and the second being an index of each and every new spell listed alphabetically.

I think that The Practical Enchanter is the single best magic book ever to come out for the d20 system. It’s honest look at the mechanics of magic, and how it uses that to simplify most spells and present myriad new options sets a new level of standards for magic in the game. And that’s without even looking at all the other new materials if offers. Given that it’s available for free, there is absolutely no reason for you not to have downloaded this book already and started using it. The Practical Enchanter has a mind-boggling amount of material to offer your game, so go ahead and put it to use.



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[5 of 5 Stars!]
The Practical Enchanter
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Paths of Power
by Robert B. [Verified Purchaser] Date Added: 11/04/2006 00:00:00

Form first glance, this book looks very useful. The new mechanics are simple, yet effective, IMO. I foresee this book getting used, which is rarity for me and PDF products.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Paths of Power
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Paths of Power II: Monstrous Paths
by Peter I. [Featured Reviewer] Date Added: 08/15/2006 00:00:00

Paths of Power II: Monstrous Paths is a 106 page pdf product and the second product in the Distant Horizon Games' Paths of Power series. The first product in the series introduces the concepts and mechanics behind magical spell paths, and is a free download from their website. This second product aims to expand on the concept of paths presented in the first book, and includes not only expanded path options, but dozens of new spells. Paths of Power II: Monstrous Paths, contains a lot more than the title suggests in terms of paths, in particular the numerous spells the product contains.

This products comes as an archived file containing a screen and print version of the product. A complete set of bookmarks and an extensive table of contents is provided to facilitate finding the information you require. Writing, editing and layout is generally good, although the green background color might not be to everybody's liking. Presentation as a whole is good, and the product comes with a lot of art taken from a variety of classical painting artists (credits given at the end of the pdf to the relevant painters, including Rembrandt van Rijn). While the art is bountiful, it's not always entirely fitting, and has a feel of 'filler' art rather than 'enhancing' art. Overall, though, a solid, but not spectacular, effort on the presentation front.

As mentioned earlier, Paths of Power II expands on the information given in the free Paths of Power pdf. Essentially this means that this is not a standalone product since it contains no details of the previous product. While this can be quickly remedied, it would've been useful if the pdf had at least contained a summary of the mechanics behind paths. In a nutshell, though, paths are themed groupings of spells (generally one or more per spell level) that can be used to replace or enhance the existing d20 magic system. A path wizard, for example, starts his career knowing one or more paths, each with their associated spells, and as he progresses he can learn new paths either as he levels up, or taken as feats. The system allows for very thematic builds, and a lot of flexibility. For the most part, the system conveys the core d20 feel of the various classes well with the paths, and allows them more flavor and theme than your regular wizard or ranger.

Paths take on a variety of different themes, from race and alignment related paths, to personality paths and paths associated with certain creature types, such as undead or monstrous humanoid paths. This product contains a wide selection of different paths, although about two-thirds of the product is taken up by the more than 200 new spells rather than the spell paths. The pdf immediately dives into the details of the spell paths, essentially lists of spells from level 1 to level 9 with summaries, and as mentioned earlier, could've done with a summary of the methods of acquiring paths at the start of the pdf by way of introduction.

The first six chapters of this pdf contain the new paths, and include personality paths (e.g. The Entrepreneur, The Sneak, The Thinker), creature type and subtype paths (e.g. aberrations, aquatic, shapechanger, undead, fey), specific paths for different creatures (e.g. centaur and winter wolf), paths for prestige classes (e.g. assassin path and blackguard path), elder paths (more powerful paths such as the blood sacrifice path and the warmage path) and a number of other random paths (e.g. dispelling path). For those interested in expanding or using the path system, this offers a lot. Even if you're not interested, there are plenty of ideas for the normal gamer to use, such as books containing the various paths, or other ideas. Given the number of new spells presented in this pdf, the paths system is a useful way of introducing new spells, so, for example, characters can use a feat to gain access to new spells from a particular path.

The latter section and indeed the larger section of the pdf contains more than 200 new spells, as well as a small number of new feats (Path Expertise, for example). The spells are all generally good and versatile, although in places the mechanics is dubious and it would've been useful if the spells carried a class designation rather than a level designation only. For example, most spells indicate on that it is a level x spell, rather than specifying if it were useful for a Wizard, Bard, Cleric or any combination thereof. While these spells are naturally for use with the paths system, the pdf would've had some added flexibility with that information included, or at least saved a DM some time in assigning them himself. Within the sheer volume of spells there are good and bad, but given the volume any player or DM is sure to find a lot of useful material to use here.

Overall, Paths of Power is a neat product with a lot of useful material in, whether or not you wish to use the paths system or just mine the product for spells and ideas. The paths system adds interesting thematic elements to a class, but can also easily be used without converting the spells system to paths exclusively. A very useful product.<br><br> <b>LIKED</b>: Paths of Power II: Monstrous Paths contains a huge variety of useful spells and spell-related material. The paths concept is expanded and explored in stunning detail, and offers flavorful thematic elements to the gaming experience. A very useful pdf with some interesting material.<br><br><b>DISLIKED</b>: A brief summary of the rules for paths would've been useful to include at the start of the pdf, and the spells could've done with a more complete execution in terms of the core d20 system and assigning certain spells to certain classes only. Here there were a number of editing errors, and some weak/incomplete mechanics, but overall nothing significant or that which cannot be altered with ease.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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[4 of 5 Stars!]
Paths of Power II: Monstrous Paths
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DHG007 Mad Scramble
by Shane O. [Featured Reviewer] Date Added: 06/09/2006 00:00:00

Mad Scramble is a sourcebook on initiative systems from Distant Horizons Games. The zipped file is just over 8.5 megabytes in size, and contains two PDFs: the main file, which is 8.6 meg, and the 0.3-megabyte printer-friendly PDF. The main file is 21 pages long, including a page for the front cover, a page for the back cover, half-a-page for the table of contents and credits, a page for the OGL, and a page of ads. The printer-friendly version, by contrast, is 16 pages long, with half-a-page for the table of contents and credits, and a page for the OGL.

The main file has quite a bit of artwork, all of it color. In fact, all of it is classical artwork by a single French painter from the Romantic period. Additionally, each page has a color border along the right, and a grey one along the top of the page. The printer-friendly version, by contrast, has no borders nor pictures (save for the d20 and company logos).

Mad Scramble is a product designed to offer options where the d20 system?s initiative mechanics function. Counting the normal d20 initiative method, there are a grand total of a dozen initiative systems presented here. Each initiative system is categorized by when it refreshes; that is, when initiative needs to be rolled again (for example, the standard system is refresh/scene, since you only need to roll initiative again at the next combat encounter). Each initiative system also has a pro and con analysis at the end of its section, and most include variant rules for the system to let you customize it to your liking.

The standard system is the initiative style the d20 system normally uses. Ten variants that can be used with this system are quickly given here, all of them taking up a single page together.

The ?even simpler? system takes less than half-a-page to explain, as it does away with dice altogether and has everyone use their Dexterity score as their initiative score.

The ?minus-10? system uses a different initiative die, but otherwise works normally?except that you get a full series of actions for each ?ten? you can subtract from your initiative score. For example, if your initiative is 26, you make your full actions then. Then you get to do so again at 16, and then again at 6. Five variants for this system are then given.

The ?round robin? initiative system is the simplest, needing less than a quarter-page to explain. Everyone just goes around the table in order, with the only randomness being whether you go clockwise or counter-clockwise.

The ?up for bids? system has everyone?s initiative modifiers be treated as points. These are then secretly bid each round, and when revealed, whoever bid the most goes first, etc. However, you only refreshed your ?initiative points? at every new scene. Six variants for this system are given.

The ?simultaneous? system is the most complex, but also the most realistic. People determine their initiative modifiers, and then take actions, with each action having a ?count? for how long it takes ? if you have any counts left over, you may take further actions. For example, someone who rolled an 11 wants to draw a two-handed weapon. This has a three count, so they may act again at initiative 8. Once initiative 8 arrives, they make a melee attack, which has a one count. At initiative 7, they need to ready their weapon, which also has a three count, so at initiative 4 they may then attack again, etc.

This system has a series of charts breaking down the various actions you can take, and their count for how many segments of initiative it takes to complete them. It also has a general list for types of actions not covered, a section on how dying works in this system, and a list of modified feats. Four variants for this system are then given.

The ?cards? system has you draw from a deck of cards, with your initiative being determined by the type (and possibly suit) of card drawn. The listing of what cards go in what order is given here. Ten variants are then given.

The ?card sequence? system works just like the aforementioned system, but after you draw a card, you immediately draw another. This effectively does away with rounds altogether, as people simply compare what draws they got to determine how many actions a person gets at a time, and what order they go in compared to other people?s actions. One variant is then given for this system.

The ?card hand? system has the GM announce a number of cards to draw. Everyone draws those cards, and gets that many actions per round, with the order determined by the numbers on the cards. However, you may add numbers together to go earlier. For example, if you draw two cards, 2 and a 4 (suit irrelevant), you have two actions taken very late in the round, or you could add them together to go at initiative segment 6, but then you?d only get one action. Five variants for this system are then given.

The ?free-for-all? system gives everyone a certain number of actions (determined how the GM sees fit; a few suggestions are given) they can use. There?s no order of use, and player?s can interrupt each other?s actions with further actions to one-up each other. At some point, however, the GM cuts things off, and everything starts over. Five variants for this system are then given.

The ?pricy? system gives people a certain amount of initiative points. Characters go in order of Dex, and each type of action costs a certain number of points. Characters with a lot of points may be able to take more actions than normal under the standard system this way. Five variants for this system are then given.

The last one, the ?speed rank? system breaks a round into six segments. The more initiative bonus you have, the more segments you can act in every round, according to a handy chart that?s provided. Two variants for this system are then given.

The book closes out with a single page of related material. This page has five new feats for various new systems given here, two new poisons, one new magic item, and one new arcane spell.

All in all, Mad Scramble presents a plethora of new initiative systems that range from ridiculously rigid to complexly loose. However, the majority of these systems seem interesting, and in most cases at least somewhat practical. While some further clarification in some places would have been helpful (in some places, they refer to an ?action? without specifying the type ? do they mean to equate all types of actions, or is that an error?), this was altogether a very interesting array of new options. GMs looking for a literal change of pace for their game would do well to look at Mad Scramble. <br><br> <b>LIKED</b>: Not only did this product showcase a dozen different systems for initiative, but it also offered variants on almost all of them! The number of options given here for an initiative system is staggering. And there's even a few feats, poisons, a magic item, and a spell to boot.<br><br><b>DISLIKED</b>: A few of these, such as the "even simpler" system seemed so rigid as to be almost useless. Also, in a few places they talk about taking an "action" during your turn without specifying if that's meant to be a standard action, move action, etc., or if that particular system really is equating all actions.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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[4 of 5 Stars!]
DHG007 Mad Scramble
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Paths of Power II: Monstrous Paths
by Shane O. [Featured Reviewer] Date Added: 06/06/2006 00:00:00

Paths of Power II: Monstrous Paths, the sequel to the free Paths of Power, is a magic sourcebook from Distant Horizons Games. The zipped file is just over 13.5 megabytes in size. It contains two PDFs; a main file for on-screen viewing, weighing in at just over 13.2 meg, and a printer-friendly file just over 1 meg. The main file contains bookmarks and a hyperlinked table of contents. By contrast, the printer-friendly PDF has no bookmarks, and the table of contents is not hyperlinked.

The main file is 106 pages long, including a page for the full-color cover, half-a-page for the credits, three-and-a-half pages for the table of contents, a page of ads, a page of legal information, and a page for the OGL. In contrast, the printer-friendly file is 91 pages, with one page for the credits, three-and-a-half pages of the table of contents, and one page for the OGL.

The main file uses quite a bit of artwork, with virtually all of it being full-color, including the cover. All of the pieces here are classical works of art, with information on the artists being given in the legal section. In addition to the pictures, borders surround every page of the on-screen viewing PDF. In contrast, the printer-friendly PDF has no artwork or borders at all, notwithstanding the company and d20 logos, and the dividing line between the two columns of text on each page.

Paths of Power II immediately launches into its subject matter in Chapter One. While never stated, it?s obviously assumed that you have and are familiar with Paths of Power I, because the basic information there isn?t repeated here. The first section of this book deals with Personality Paths. These are paths your character can take that fit the type of PC (or NPC) he is. The path format here is the same as in the previous book. Each path has a DC to acquire it (if you?re using that optional rule), and then some brief (usually humorous) in-character text of what someone with that path would say, followed by the path spells. Spells new to this book are hyperlinked. A grand total of twenty-one personality paths are presented here, each with a single spell for each spell level.

Chapter Two covers paths for creatures of various types. The chapter opens by examining the various creature types, as well as more archetypal subtypes, and analyzes if each type deserves its own path. After this, it then gives paths for most of the major creature types. While types such as Aberration, Dragon, Outsider, etc. are covered, a few branch out, such as Seelie and Unseelie Fey each having different paths, or the Reptile or Shapechanger paths for creatures that fall under those categories. As with the paths in the preceding chapter, each of the paths here has one spell of each spell level.

Chapter Three is similar to Chapter Two in that it?s about paths for monsters, but instead of type, paths for specific monsters are given here. These are archetypal creatures that deserve to have paths (and spells) specific to them. The monsters themselves are centaurs, lycanthropes, medusas, spiders and scorpions, vampires, and winter wolves. Each has a specific path given (again, a single spell of each spell level), but there?s also some discussion. Each monster has a paragraph or two given to their magical techniques; how do they cast spells, and what spells do they use and why? Brief mention is also given to each monster?s campaign role, discussing how to use this (spellcasting) monster in your game.

Chapter Four gives us six new paths specific to prestige classes. The chapter discusses using these paths as replacements for the classes altogether, since you can use their specific paths to differentiate how these prestige classes are special, with different powers. The paths given are for the Mystic Missilery, two for the Arcane Archer, Assassin, Blackguard, and Shadowdancer.

Chapter Five gives a number of other paths that don?t quite fit into any previous grouping. These paths cover a wide variety of themes, from magical kung-fu fighting, to focusing purely on dispelling magical effects. Four new domains are also given (remember, domains are essentially paths themselves): the Pleasure, Rage, Venom, and Vermin domains. Also, as a sidebar, the Vermin Mastery path is given.

Chapter Six covers Elder Paths. Unlike other paths presented, these six paths offer spells that are more powerful than most. As a flipside, each of these paths has prerequisites that you must meet in order to select it. Like with feats, if you later lose the prerequisites, you cannot use this path until you meet them again.

Chapter Seven talks about new feats, and other rules pertaining to paths. New spell descriptors are given: Fate, Liquid, and Magnetic. Following this is a discussion of marker traits ? these traits are things that manifest about you by using a path often enough. Several tables of traits are given that allow you to pick exactly how using certain paths manifests upon the spellcaster.

The next section gives eight new feats, most (but not all) of which are path-specific. Afterwards there is a short discussion given to deities and paths, it gives examples of two different types of deities, and what sort of paths they?d offer. After this is a very short section on dealing with paths and epic-level spells. The chapter closes out with a discussion of the path skills alternate rules, which requires that you spend skill points on paths in addition to feats.

Chapter Eight is the meat of the book, with over two hundred new spells given over sixty pages. Innovatively, many of these spells are less tactical, and much more concerned with dramatic (and very cool) effects, offering a very refreshing change of pace from how d20 spells are usually laid out. For example, the ninth-level spell Saga?s End manipulates fate so that, in a few weeks, the target and his friends will become engaged in a huge climactic battle with an overwhelming foe. How cool is that? My only complaint here is a holdover from the previous book ? the new spells are meant to be used with the paths in the book, which means that they don?t have standard spell list notations. While this is understandable, it makes it more difficult to cherry-pick the spells here to use in a game that doesn?t use paths.

Appendix One is a single page of ads for other Distant Horizons Games products. Likewise, Appendix Three is the legal information.

Appendix Two, however, is more relevant to the product. This appendix discusses magical signatures. These are ways in which a spellcaster?s magic is unique. Three such ways are discussed: casting displays, where the act of spellcasting is unique somehow, personal signatures, where you have some sort of persistant personal mark (or something else) as a result of being able to use magic, and path signatures, which are subtle twists of your personal mark based on your paths. The appendix closes out with by discussing magical themes, where the spells themselves are cosmetically different as a way of making your spells unique. A feat is given to let you develop secondary magical themes.

All in all, Paths of Power II: Monstrous Paths is a worthy sequel to its predecessor. It builds on the rules laid down there, offering myriad new options and ideas, and builds on them with a truckload of new spells. If you?re using path magic in your game, this book is very nearly essential, and even if you aren?t, it?s easy to use the new materials presented here in your game anyway. Paths of Power II offers a clear path to great gaming. <br><br> <b>LIKED</b>: The many options presented were dazzling, even if you don't use magic paths in your game. Likewise, the plethora of new spells offered will absolutely give you something evocative, no matter what kind of fantasy game you're playing.<br><br><b>DISLIKED</b>: The one thing I didn't like about this product was how the new spells didn't have standard class spell list descriptors for non-path use.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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[5 of 5 Stars!]
Paths of Power II: Monstrous Paths
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Random Deities
by Jim C. [Verified Purchaser] Date Added: 05/17/2006 00:00:00

This is strictly for laughs, with many anachronisms, which is a pity in a way because the concept seems workable as a DM utility.

As mentioned there are multiple tables for deity names (why?) plus d100 and d20-based tables for random portfolios, domains and exclamations involving the deity.<br><br><b>DISLIKED</b>: The [Censored] domain. I think I can stand to read the word "Sex" in the privacy of my laptop.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Random Deities
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Creator Reply:
Err... Anachronisms? This is a d20 product - Archaic, Modern, Future, 3.0. 3.5, and anything else that comes to mind. The "Censored" domain isn't necessarily about sex; it depends on the setting. It could be sex - but it could also be butchers and undertakers, or slave-traders, or mechanics, or anything else the local culture considers "unclean".
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Paths of Power
by Shane O. [Featured Reviewer] Date Added: 10/25/2005 00:00:00

Paths of Power I is a free PDF from Distant Horizon Games detailing an alternate magic system for d20 Fantasy. It has a sequel product, Paths of Power II: Monstrous Paths, which is a pay-for-download book. Make no mistake, however, Paths of Power I completely stands on its own.

In terms of technical aspects, the book stands up quite well. It has a hyperlinked table of contents, as well as bookmarks. The introduction notes that the product itself is printer-friendly (the color cover and page of ads notwithstanding), though it has a very light grey borders around the pages. There is no interior artwork to speak of, which is on purpose for printer-friendly reasons.

The main idea behind the product is change to how spells are gained. Instead of class spell lists, spells are divided up into paths. A path is a small collection of spells that are related by theme. A fire path, for example, would have a few spells of various levels that were all fire spells. Characters get certain paths for free depending on their race, alignment, and class.

The real freedom here comes from the flexibility of how you select paths. While you get race, alignment, and class paths (and most classes give you some bonus paths of your picking as you advance), you can spend feat slots to buy new paths. This even goes for other class paths or domain paths (all clerical domains are paths in this new system); of course, some types of paths cost more than one feat slot, which keeps things relatively balanced (especially since not all paths contain the same number of spells of the same level).

The book goes out of its way to present the wide range of flexibility that the system offers. The first chapter, after presenting the basics, has a range of new suggestions for in-character and/or mechanical requirements that a GM may need PCs to perform before they gain a new path. It also addresses the option of psionics in this system (the psionic classes are listed here also); basically, it doesn?t differentiate psionics from magic much at all; many psionic powers are spells on various paths here, however there are still rules for using psionics for augmenting spells. A brief discussion on specialization rounds out the first chapter.

Chapter two covers some new game mechanics, beginning with feats. While most of the seven new feats presented here are path-related, not all of them are, such as Shielded Caster, which lets a spellcaster use a shield without a chance of arcane spell failure. Also presented is a new prestige class, the Savant. Taking levels in this class is difficult, as it has multiple restrictions (you cannot take levels in it consecutively, your total levels in Savant cannot be more than one-third your total character level, and more), but it?s worth it, as every level in this PrC grants you three bonus feats.

Chapter three covers the basic paths. ?Basic? here means the race, alignment, and class paths; the ones all characters get for free. This chapter showcases the trend that each path has an amusing quote listed that helps define the nature of the path. Interestingly, the alignment paths are mostly existing domains (without the power, which costs a feat slot), but two new paths are presented, one for every alignment except Neutral, and the other only for Neutral, which is a long-missing nod towards the True Neutral alignment in the game.

Chapter 4 covers the standard paths. These are the ones that no one automatically gets, but you can purchase with a feat (or select if your class gives you a bonus path). Over seventy paths are presented, and make no mistake, they?re not all equal. The Cantrip Master path gives access to all 0-level spells (including divine and psionics), whereas the Mystic Chains path has more high-level spells than low-level ones. The chapter closes out with a much-needed section discussing creating new paths. Characters can create their own paths, but doing so takes time and money, much like creating a new spell.

Chapter five deals with how using the path system affects other areas of the game. It briefly discusses the themes involved in making a path. It then examines how, since paths are acquired as feats, effects that grant or simulate feats (such as a Wish spell or a wondrous magic item) could simulate or grant paths. It then quickly goes over how this affects the usage of magic items, since the new system changes a few things, such as spell completion items, etc.

Chapter six gives us over twenty-five new spells, all of which were on paths previously seen. The spells are presented in the standard format (though some are curiously missing entries for what school of magic they belong to). However, GMs or players who want to use these spells in the ?normal? system of magic will have to decide on what spell lists to place these on, as those aren?t listed here, which is somewhat disappointing.

Appendix one is a single page advertising other Distant Horizon Games products. It?s oddly put ahead of Appendices two and three, but otherwise doesn?t bear mentioning.

Appendices two and three list the domains reworked as paths. However, virtually everything about them is the same, making their reprinting here somewhat superfluous. Even the new spells from the SRD for the non-Core SRD domains are reprinted here (though new spell ?Unbinding Word? is presented to make up for now ?Unbinding? wasn?t included in the SRD).

All in all, Paths of Power is a clear winner of a product. It presents a new system that is as innovative as it is simple and easy to understand. While it may be a bit difficult integrating it into an existing game (a topic the book didn?t cover), it excellently showcases how to introduce a large degree of flexibility in spellcasting repertoire without changing the majority of the spellcasting rules. Combine that with the superb layout and plethora of options presented, and of course the free price tag, and you?ve got an exquisite product on your hands. Many more than two paths diverge here, which will you follow? <br><br> <b>LIKED</b>: The innovative new way of distributing spells that spellcasters can know. The imaginative range of options presented for the new system.<br><br><b>DISLIKED</b>: The reprinting of the various domains (and specific domain spells) seemed somewhat superfluous.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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[5 of 5 Stars!]
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Paths of Power
by fabio m. p. [Verified Purchaser] Date Added: 08/19/2005 00:00:00

Lots of options and original ideas, big thinkering of the d20 rules, but since it's all optional is a must download<br><br><b>LIKED</b>: originality<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Prestige Class Collection 1
by Christian S. [Verified Purchaser] Date Added: 07/08/2005 00:00:00

Ugh. Crappy, cookie cutter PrCs (and only six of them!) + no art = waste of money (even at $3.50).<br><br><b>LIKED</b>: Not much<br><br><b>DISLIKED</b>: everything<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br>



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[1 of 5 Stars!]
Prestige Class Collection 1
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Creator Reply:
Printer Friendly version = no art. Screen version = art (four larger and four smaller pieces). As listed in the description, and shown in the index in the Demo, this includes six prestige classes, one split into Divine and Arcane versions, one core class, and a minor fighter variant, for which we weren't charging (that's why it's listed as a "bonus" in the description). As far as "cookie-cutter" goes, this includes a spellcaster who invents their own spells on the spot and a system for doing so, another that abandons the spells-per-day system in favor of slowly accumulating magical power (they also support spellcaster multiclassing nicely without the use of dual-progression classes like the Mystic Theurge), an alchemy and component-based approach to metamagic, and a way for rogues to function in a world where working divination is common without magical protections from it. Admittedly there are only so many ways to do a "character who uses special mounts", but we found the notion of a warrior who could ride a suitable mount through outer space unprotected amusing. We recommend that you read the description and the Demo before buying any product, including any of ours. If you like them and want to see the rest of whatever's listed in the index, you may want to buy whatever-it-is. If not, don't.
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Random Deities
by David L. [Verified Purchaser] Date Added: 05/28/2005 00:00:00

I was looking for something to help give me ideas for building up my own pantheons and I found this. There are some valid uses for this product, mostly such that a couple of die rolls and then I can do some brainstorming and see how or why the portfolios, domains, attributes, worshippers, and such fit together. Nothing very useful, but not entirely useless either.<br><br><b>LIKED</b>: There are some useful ideas in there that I can adapt. The random tables (even though not as large as I had hoped) can generate some interesting combinations.<br><br><b>DISLIKED</b>: It was not written in a serious tone at all. The author tries to be comical in fact. Maybe tried too hard.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
Random Deities
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Runecards
by Remi F. [Verified Purchaser] Date Added: 12/30/2004 00:00:00

Runecards introduces a novel approach to enhancing a standard Role Playing game with cards as the drivers of adventure plots. <br><br><b>LIKED</b>: The wide variety of adventure ideas that can be developed from the very many Runecards presented in this book. Also the variant feats and magic items make great additions to any d20 game. Runecards genrally present a fun alternative magic system, including new feats and magic items. This is a good book for gamers wishing to add some flavor to their standard d20 games. <br><br><b>DISLIKED</b>: However, the very many archaic names of the cards can be overwhelming to Game Masters already over-burdened by all the rules in d20 games. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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[3 of 5 Stars!]
Runecards
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Distinctions & Demerits
by Thomas P. [Verified Purchaser] Date Added: 12/26/2004 00:00:00

I honestly thought that when I bought this product that I was going something offering an original (heck, even derivative) take on an aspect of character generation that I feel is often overlooked. D&D and most fantasy (and sci-fi) d20 games give background generation a passing mentioned or no mention at all. This is perhaps the worst of the lot so far. I was expecting at least a passable system but all it was, literally, was a laundry list of suggestions. It read more like a DM's notepad than a well-thought out product. Total garbage. If you want quality, buy Cryptosnark's Book of Distinctions and Drawbacks (both versions). That is a top-drawer product.<br><br><b>LIKED</b>: I tried hard and all I can come up with was that it was short. <br><br><b>DISLIKED</b>: The price is way too high for this dreck. <br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Ripped Off<br>



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Distinctions & Demerits
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Creator Reply:
Once again, Distinctions and Demerits really has nothing to do with character generation. That's why the example in the Demo starts off noting "Ghadroth is now level ten, but has nothing much in the way of a personal PREGAME story". It's a system for tracking character history as it develops in play and presents a general rule for assigning values to keep things balanced - and suggestions rather then definite modifiers - because there's no way to know what noteworthy events will occur in any particular game. I'm not surprised that anyone trying to use it to create character histories heartily dislikes it; pliers make poor hammers. Still holding at better then 95% of all purchasers leaving no comment.
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Distinctions & Demerits
by Jeffrey P. [Verified Purchaser] Date Added: 11/28/2004 00:00:00

Less of a "D20" Sourcebook and more of an ideas book, I found this particular book to be of little use to my campaign compared to other books of similar design, including The Book of Distinctions & Drawbacks (4/5 stars with my review) and WotC's Unearthed Arcana.

Formatting was horrible as well. The only charm came from the use of classical art, but that was of no use to me in my campaign.<br><br><b>LIKED</b>: Classical Art and some unique ideas<br><br><b>DISLIKED</b>: Format, Format, Format<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[2 of 5 Stars!]
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Creator Reply:
We have both of those. Distinctions & Demerits is designed to provide character development throughout campaign and allow it to be transported between campaigns, not to add initial modifiers as the other two products do. It's formatted so that everything you need to use it in play can be printed out on seven pages in a simple two-column format for easy reference. Is there something you'd like in an alternate format? We'll gladly take suggestions at Feedback@DistantHorizonsGames.Com
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