I was torn between 3 and 4 stars, but I went with 4, because overall this is a good product. There are just several issues that I needed to address.
Let's begin with the good! First of all, I love the concept of Dungeons & Doggies and Cats & Catacombs. I've bought all the miniatures sets, and the designs are great. I like how they worked them in to D&D mechanics and a world of adventurers. The character types let you turn any kind of dog or cat into a proper character by use of the different sizes and racial traits players can choose, so there's some great character flexibility.
Gullet Cove itself is a location with a lot of thought put into it. Everything from the design to the setting to its inhabitants are well thought-out and developed, and there are a ton of great characters. I'm particularly fond of the Witcher-inspired dog.
Also, the artwork is fantastic. There are more than a few different artists, but every single animal that appears is adorable. I could just flip through, look at a random image, and smile.
The book also contains a few small adventures DMs can use to get their players invested in Gullet Cove. I look forward to running them as one-shots for my friends and building on this world.
Now for the criticisms. While it's great from a worldbuilding perspective, mechanically there are several issues.
Sometimes it's a matter of terminology, like talking about "tests" instead of "skill checks" or providing mechanical benefits for a skill check that doesn't actually exist in the rules as written. Sometimes it's just a matter of wording, like "nominating" a character to get advantage on a certain check instead of just using the Help action for one of those skill checks. While these are easily adjusted, consistency with the game rules is important.
There are also issues with balance. I feel like some of the race and class features were chosen with more of a focus on how they work thematically than mechanically. For instance, there's a cat racial trait that lets you add your proficiency to any charisma-based skill. So does that automatically grant proficiency in four skills (which is a lot for a racial trait just by itself), or if you're already proficient does it add the proficiency again, like Expertise? What if you have Expertise in a charisma-based skill - does that mean you add your proficiency all of three times?
Similarly, there's a first level cleric feature that just grants advantage on all charisma-based skill checks. No limit, just infinite advantage at level 1. There is no reason for any and every bard to not take a single level in that cleric class to gain advantage on every single charisma check they make from that point out.
I'm aware that these are the same in the Dungeons & Doggies or Cats & Catacombs rules, but I had the same concerns when I read them then.
There are also a few magic items that need revisions. For instance, there's one or two that talk about using charges to cast spells but don't specify how many charges each spell takes. Others seem entirely underwhelming, like a sword with legendary rarity that... deals an extra 1d6 damage on every other attack.
So while I do like the D&D/C&C world, and Gullet Cove itself is very well designed, I feel like this could have benefitted from an extra set of eyes looking over everything in terms of gameplay, consistency, and balance.
I hope you do not take this as an attack on the book, because overall I like it and wish you success. These are just issues that I noticed and wanted to bring up so they can be taken into account for future work. I hope my feedback has been helpful.
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