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I got about halfway through the first page of chapter 1 when I blurted out, “Damn, this is going to be a fun game.”
In the Codex Core Rule book, you’ll find a dynamic game system that prioritizes strategy without sacrificing speed or pacing. Not an easy feat to accomplish, but they did it. Within the book you’ll find a system for armed and even unarmed combat. There is a large number of rules to this game, but you will find these rules easy to understand, remember, and intuitive. That’s why the Codex system can center on strategy without ending up bloated or slow. Your strategic options are numerous but easy to understand and fast to execute.
Codex focuses on armed combat and historical martial arts. This game offers a few options any GM should take seriously. First, it’s very modular. This system can be effectively adapted and combined with another TTRPG. This would be particularly useful for a low magic setting, but not, by any means, restricted to that type of game. Any homebrewer that enjoys tinkering with game mechanics should pick up this book.
If you have been playing the same TTRPG for a while and want to try something new, the Codex Core Rulebook is worth a read. A series of modules and adventures can also be purchased with this book. Codex isn’t just a alternative combat system. It’s a total game system that can, as an option, be adapted and assimilated by other game systems. Still, it’s totally playable independently.
One of the unique features of the Codex Core Rulebook is its focus on historical European martial arts. The book uses authentic illustrations from historical combat manuscripts. These illustrations offer the reader insight into the Codex world. You have a sense of realism with this combat system, and when combined with the illustrations of real combat techniques as well as the strategic nature of the rules, you get an elevated sense of immersion. Just reading the rules gives you a sense of what it would have been like to live and fight in medieval Europe.
Another element the writers of Codex ingeniously employed in their system, dice focused gameplay. As opposed to modifier focused gameplay. You build your character with different features that can be chosen as you level up. However, instead of simply adding a modifier to your character’s stats, you get more dice or can use your dice more strategically. I believe this is a trend that the TTRPG industry is headed towards, and Codex is there now. Rolling dice is fun, it’s suspenseful, it’s why we play tabletop games. Just like any other RPG, you build your character, but you don’t lose the excitement that comes along with the element of chance.
Codex blends strategy, immersion, and excitement in a new approach. It can be adapted into a campaign you’re in the middle of or a system that you love but needs some freshening up, but it also manages to stand alone as an independent and fully functional game. Any GM can find something worthwhile in the Codex Core Rulebook. This is easily one of the best gaming systems I’ve read this year.
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This book is my favorite RPG supplement for any subsystem. It fixes every issue I've had with other combat systems, and every original concept is a winner.
We all have our preferences as to what gets abstracted and what gets simulated, but these rules are right in-line with what I want in combat: Armor as damage reduction, individual defensive values for weapons, un-nerfing of shields, combat experience contributing to your AC, and more. The addition of the "onset" range to combat is brilliant (AFAIK, this is a Martialis Codex original idea), as is its implementation. Giving each weapon separate bonuses for onset range and melee range fixes one of my biggest gripes about traditional RPG combat. I've always found it unacceptable that a guy with a dagger can face off against a guy with a long sword, and the dagger-weilder's chance to get in for a strike against his opponent would be no different than if his opppnent was also weilding just a dagger. The rules for grapple-range combat are also of the "that's how it should be done" quality.
My only criticism is that the rules could be clearer at times. I've had to compare the same rule on different pages once or twice to get exactly what the rule is. But (one of?) the author has been helpful in clarifying, and I wouldn't let that hold you back from buying this book.
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TLDR: If you like low fantasy and history-based RPGs GET THIS NOW!
Codex Integrum is an incredibly well-researched tool to create RPG adventures based on a late medieval theme. It can easily be adapted and integrated in other d20 systems, or campaigns that want to have a realistic medieval or Early Modern tone to them. However, where the Codex Integrumm Player's Guide really shines is if it is used solo or in combination with other Integrum supplements to create low fantasy, historical or pseudo-historical campaigns. Unlike the often frustrating characters of other games that do that, here you do not play a rat-catcher, but your character is always useful and not in a narrow context.
The various rules provided all support the creation of a narrative that is equally realistic and immersive. Melee combat is at the core of the Integrum titles and this book is not exception. The depth of rules, background and tables provide a well-curated, modular toolbox for the GM to pick what they want to implement in each game. If you want tools to create a new campaign that feels 'medieval' or want to add such elements to an already existing game, the Player's Guide is an invaluable tool. At the very least it will give you awesome narrative ideas. If used in depth I foresee a rabbithole of wikipedia history pages.
If you do not like medieval themes or martial arts you are probably here by accident and this game is not for you.
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TLDR: Best realistic combat rules to be used with their source game or easily convertable to d20 game systems.
Codex Martialis offers a unique way for running combat. As a professional historian dealing with martial culture and armaments I found the rules the best around in reflecting dangerous and complex actions that have consequences for the actor and their target. As an RPG GM I fell helmet over sabatons for this system because even though it looks complex it is straightforward, easy to learn and teach, and above all it provides a framework for turning combat into a narrative of its own. The book can be used with its mother game (Integrum) or easily adapted to d20 systems with micro-adjastments. I have used it now for a few months to spice up a DnD 5e campaign for a few months and players love the depth added to melee combat that has gone away from actions to simply hit and has turned into a series of calculated maneuvers that nearly always results in memorable combat narratives. The main axes of the book is the use of a dice pool over actions, that dictate the type of maneuvers and their effectiveness as chosen by the players. The second identifying feature is the 'Feats' designed for the system that allow melee characters to feel trully expert in perfmorming some actions and facilitate more complicated maneuvers. Finally, the weapons segment is amazing in diversifying how some of these objects were used rather than treating them as reskins. There is genuine thought behind why certain weapons fit the build of characters and how they can be used tactically. Optional rules for injuries are included and in my opinion they are a great working framework for use in most d20 rpgs that want some realism but do not want to reach the other end of unrealistic over-the-top gritty-gruesomeness that is often prevalent is some systems.
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I am a long time DM, who plays a fantasy campaign, but with a nod towards history. I appreciate the fantasy aspect of role-playing, and I certainly love a well placed fireball. However, I've always tried to connect the history, to the combat. So, for years I created my own alterations to the DD system, to accomodate my wants.
i like when the fights really mean something, and are a highlight of our gathering.
Because of my interest in historical combat, I ended up getting involved in Hema. So, it's a wonderful discovery to find a system based upon these historical techniques and manuals, and written by someone that actually is inolved in the community.
It's a lot to chew on, but it achieves my interest in making the fighting sequences more climactic and chess like. And to see all the terminology from the medieval manuals as actual terminology in this book is exhiliarating.
I prefer to focus on storylines, so when I do get to a fight sequence, I am willing to put in the effort to make it significant - not simply some quick rolls, and off to the next pack of kobolds.
I kind of have my own fantasy elements, so I don't know if I would go with every aspect of this book. I might take what I need to add to my current campaign. But, if I opt for a full historical campaign, down the line, this seems like the way to go (even though there is still a magic system within Codex).
As a side bonus, the historical aspect of this book is compelling from a purely historical perspective. It feels like I am actually learning about the tried-and-true methods of how combat actually unfolded, and classes of people from the past, places, etc.Then to add this to my existing campaign is seriously fun!
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I bought this, on a whim, along with the fighting guide. I was fascinated by the combat system, and so it made sense to dive in with both.
The research that has gone into this, is evident. So, it is a fantastic resource for those that appreciate adding historical aspects to their game. I use a fantasy map, and use many of the classic character types, but this has given me ideas flushing out my universe.
i am not ready to run a purely historical setting, but I have always operated my campaign with the Tolkein mindset of one foot in fantasy, one in reality. So, I temper my fantasy elements, but I have no problem adding rules and material based in history.
So, this is a wonderful compendium to get material for just about any style of campaign.
Definitely for history folks, but this would work well in a fantasy world as well - I'd recommend for either setting.
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This system is wonderful, but it's a lot to consume.
The reward is great if you like tactical combat, with an emphasis on medieval history.
Quick start guide is helpful to chew on the wealth of research that is within the combat system.
So, it was the quickest way to learn if I could integrate this into my campaign.
But, since I am Hema practicioner, I had a feeling I would:)
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I am a big fan of this system. So, this bundle was a great way to dive in. If you don't use the entire system, you'll have plenty to cherry pick from.
Even though I have a fantasy element to waht I do, the historical aspect of this hit the spot for me!
I may go full on down the line, but for now, I cherry pick the great stuff.
Worth it for the effort that clearly has gone into these books.
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I really enjoy what was done here. I have done a couple battles with the new rules and it makes combat much more tactical. Should I ditch the spear and go in close with my knife? Should I go all out or hold back for a potential parry? Should I try to punch through that armor or look for a weak spot? It adds a whole new dimension to gaming. I've been looking for something like this since I was kid in the 80s. I always found something lacking in most RPG combat. Now I hope to introduce this to a couple players and see what happens. This would work well in a low magic setting, something like Conan. Sometimes the numbers seem way off but when you play they make sense. Highly recommended. I can't wait to build some more characters and do some more test battles. Loads of fun! And not overly complex. Combat will take longer but it will be so much more rewarding than the old stand still and full attack in other games.
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Full disclosure I was playtester for the Monsterberg Adventure.
When I ran it I was playtesting it according to the letter of the book, which is great but not necessarily how it’s meant to be run. Monsterberg is more a toolbox that gives the GM loads of options. The biggest plus of the adventure is definitely Jean, he is always easy to talk about the setting and easy to reach over the forum. https://www.codexintegrum.com/forums/
Monsterberg is what I refer to as historical +, so everything is beautifully researched but with historical fantasy elements, so there’s magic, but magic the way they thought it worked, which is loviingly researched and laid out in the Superno book.
I would definitely suggest a session 0 for combat and explaining the system, this is also a good opportunity to decide how you want to set how dense you want the rules and what your own version of Monsterberg will look like. This also gives you a chance to set expectations on “genre”, Monsterberg is not a marvel film, it’s more like Ocean’s 11 crossed with Joe Abercrombie’s First Law series. Where some systems don’t want you to preplan the operation and prep and let you go backwards and hand wave you have the thing you need or did the right thing that’s not how Monsterberg works. Monsterberg is about doing things “smart”, you prep, you evaluate risks and play the best strategy to get out alive. Minmaxing is encouraged to achieve this. If you don’t get this into your players, you won’t get 100% out of Monsterberg.
We ran it in roll20, if you want to use the adventure we built just write me on the forum I’ll send it over. At first we built macros for the attacks etc. this worked really well but added a lot of time to our prep. personally I’m a bit of a free wheeler as a GM and once the npc sheets were updated and streamlined it was a lot easier to just run it as dicerolls, it’s more a question of preference. If you want details on how to add macros for attacks in roll20 just check the Codex Integrum forum where’s there’s a guide with the code already added.
I would suggest you run through with players how you can get more dice into attacks and into damage before the game and have a printoff sheet of these options. If you use them they will really add an element to the game. Anybody who has fired a rifle will know how much of a difference shooting prone on a bipod vs standing makes etc. I would also have a discussion with your players how much lethality you want in the system and adjust to meet it. Monsterberg is not ‘Lethal” system per se, neither is it a dnd slogfest.
My players took a while to adjust to this kind of in-between damage system where things could take a few turns to die or just one depending on crits. For next time I would probably prepare a range of “damage results” to kind of tell the players whether it was an actually damaging wound or not.
If your players are uncomfortable with foreign languages make sure to name things for them to reduce their shyness, you can use google or wikipedia to find out how to pronounce things. it doesn’t really matter though nobody’s the Polish pronunciation police. But Monsterberg should feel a bit weird and foreign, it’s a weird and foreign place for the PCs too.
KEEP TRACK OF DAMAGE, MONEY, SUPPLIES REST ETC this is something that is pretty important to the Monsterberg vibe. Monsterberg this helps keep the players feel a bit more immersed and constantly problem solving and feeling grounded in the world and under threat, which is what Monsterberg is all about.
to recap. If you are looking for a hyper realistic setting with load of hard choices and management of resources with easy tools that can you can adjust to your needs then Monsterberg is it.
If you like OSR this is probably 4.5/5
If you like lite RPGs with inovative mechanics this is going to be 3/5, unless you do some very simple switches that are outlined in the forum which probably bumps it to a 5/5
If you like hyper realism and gritty in depth campaigns with engaged players who are looking at squeezing every bit of advantage out of the rules this is probably going to be 5/5 with a bonus dice off the bat
If you are looking for high fantasy quick rolling fast and loose with loads of magic with no prep on player or GM side, this is probably not what you are looking for
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Quote from the author:
"it was a world of many profound mysteries. It was a world whose inhabitants, both the educated and rational as well as the poor and superstitious, fervently believed in magic and saw the world around them as being heavily under magical influences, for better and worse."
Codex Superno seeks (and succeeds) to give gamers and casual readers alike, a glimpse into a world where the lines between seen and unseen, known and unknown, corporeal and ethereal, are not just blurred, but coexist in their supremacy.
As a game supplement (Built upon the common SRD) this book offers a fantastic resource for those seeking to add more realism to their late medieval fantasy world, and provides clear guidelines on how to integrate a magic system into a real world (or low to no magic) late medieval setting. Providing not only well researched context, spells and cantrips, but a very important infrastructure based on belief. i.e if one type of magic exists, then it all must exist.
After a thorough read through I found the new rules provided, easy to follow, and more importantly made sense from a real world integration standpoint. I also enjoyed the tweaks (albeit slight) to the SRD spell set. The additional spell set was also well researched and a fun read on its own, with plenty of context and historical details to really flesh out a game setting. Superno really shines here in the way it makes Magic (or rather harnessing mystical forces) a tricky, arduous and sometimes very dangerous business, both supernaturally and legally. The introduction of a "Magic and the Law'' system and the "state of sin” foil I found particularly intriguing and well thought out.
Roll players interested in history will certainly find a feast here, and from the looks of it a very fun and engrossing way to reimagine something often glossed over in a normal fantasy setting.
For the Casual reader, Codex Superno bridges a gap that is often overlooked as well. In a world where rational thought, and scientific processes are simply the way we explain things to ourselves nowadays, Superno lets you peek back to a time when Superstition, Magic, Science and Faith, were intertwined and were simultaneously used to explain and solve the problems that real people faced in their real lives. This is done in a way that isn't dry and laborious, like a research paper would be, but with great care to make it fun and interactive.
In short this book is a Fantastic resource for anyone interested in history, the occult, magic and the law and of course roll players of all types.
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This is a fantastic work! Innovative combat system with so much crunch and nitty-gritty details I wouldn't know where to begin. Highly recommended as a rules supplement and as a weapons & armor reference.
I noticed the author's old site is down (codexmartialis.com). Done anyone know how the contact the author/publisher? Would love to see the old forums & discussion, rules ideas.
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Creator Reply: |
The website has been temporarily moved (though it's kind of invisible to Google) as our old webhost died. We are going to have a new site up in the near future but the old stuff is archived here and we still monitor it and use it as kind of a blog for ongoing research. There is a lot of new stuff in the works so stay tuned!
http://www.codex.masterplanfoundation.com/ |
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And thank you for the review! |
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New website and forum at: https://www.codexintegrum.com/ |
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This is really fun to read. Its packed with tidbits that will liven up your ongoing campaign. It is also an elaborate set and setting for a new campaign. Kind of perfect for LOFTP fans. Which I am.
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This book is the second part of Codex Martialis Weapons of the Ancient World. As for the first part treating weapons (link : http://www.drivethrurpg.com/product/63628), the book has a high level of quality in content and in historical illustrations.
There are numerous myths and clichés about armors ... the author tries to get rid of them in a scientific historical kind of approach. And though the book is very complete and well illustrated, it remains practical to be used or at least transposed to any RPG.
For my part, I also like it as an historical source of knowledge about armors.
I gave it 5 stars for the content (I really do not miss my 10 dollars).
Pierre-Olivier Bourge
(french mother language, so please excuse my poor english)
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Citing the author : "Our goal with 'Weapons of the Ancient World' is to place pre-industrial weapons into an historically based functional context. Though many weapon compendiums have been written for various RPGs, the real functional differences of ancient weapons have never been accurately differentiated – leading to a variety of clichés such as the ludicrous idea that a twelve inch dagger is a nuisance weapon that can barely hurt you.
Weapons are different not just in how they look, but how they work. ..."
This book is by far more serious than a RPG's compendium could let think of it at first. It is built on real historical point of view (illustrations and documentations), from which, you will learn a lot on 'real weapons' (not the usual description of RPG's weapons).
Nevertheless, the content is practical and can be used in any RPG (or at least transposed to any).
I gave it 5 stars for the content (I really do not miss my 10 dollars).
If you are interested in this book, look at its twin : Codex Martialis Weapons of the Ancient World Part II: Armor and Missile Weapons.
Pierre-Olivier Bourge
(french mother language, so please excuse my poor english)
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