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Very detailed and I love that part of it. Saves a ton of my time as a DM trying to come up with similar concepts. I know alot of hard work and creativity went into the creation of this and its much appreciated, thnaks.
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Very nicely done. Easy to use, understand and implement. Im really loving these and appreciate your creation, thanks.
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Perfect for my campaign. Very easy to follow and makes very realistic sense. i love these guys! keep em coming!
(Would like to see an underdark survival and environs book)
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I'm planning on running a 5e campaign within a Dark Sun inspired setting. This resource is worth the price. I will definitely be using the many different descriptions of terrain, the rules for heat exhaustion, food/water, foraging, quagmires (quicksand), and especially the new Desert Nomad background. I've heard good things about other resources in this series as well and will buy more if needed.
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This is a really useful tool for players wanting to come up with well fleshed out clerics. The roll tables given are useful either to roll on or pick from but the real genius is in the questions that the roll tables answer. Definitely worth picking up.
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One of my problems with 5e is the lack of material, so much overlap between classes with a small spell pool. Gothnog's spells helps cure this with unique and flavorful magic. While I've not played or tested the upper level range, the lower end is balanced well with the system. (The only problem I found so far is Magnify originally was written for 3.5 and should give advantage instead of a +10 bonus.) This book also adds some optional spell system rules which look great for more gritty settings with where magic is rare.
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It can be difficult as a GM to craft encounters from thin air. The encounters presented here are interesting, captivating, and connect the characters to a real world where more than just the standard adventure comes to pass. This book has helped me not only to plug in these encounters right into my game's path, but it also has helped me to write my own encounters like it. Beautifully rendered, well written, and easy to flip through. Perfect for the GM who needs inspiration quickly.
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Learning a new system is difficult, especially if you're a GM. This reference sheet makes it easy to think through the rules, and presents them in a clear, organized fashion. As with other books from this publisher, the art is exquisite and the design makes things easy to find. Recommend this and other titles to anyone wanting to really master gamemastering in 5e.
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A great addition to your library, especially in conjunction with this publisher's "Spells and Rituals" text. If you're looking for more flavor out of magic and magic that is, for lack of a better word, more realistic--more cinematic, more fleshed out, more present--this is the book for you. There's lots of additions for each class too. And it's well designed and laid out. I recommend this book and any other book from this publisher really. Do yourself a favor and get your hands on this text.
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It is loathsome the lack of advanced magic in the 5e player's guide. Everyone needs this book of advanced spells and rituals to add more flavor and interest to your spellcasters as a player and as a GM. Wholeheartedly recommend this well written, well design book.
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Extraordinary Extras - Sacred Service has helped me not only to flesh out my own cleric characters, but to make interesting, fruitful religions for my players. The extras presented here are not just wonderful in their own right, but they're inspiring insofar as creating ones own, individual extras. In addition to the stellar information, the cover and inside art is beauitfully rendered. As a designer, I appreciate that this product not only does what it says it does, but it looks well doing it. A worthwhile purchase for anyone considering playing or GMing clerics/holy people.
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A great addition to the GM library. The percentile roll charts give me great ideas for my own fumbles/crits, and the new spells/items are thrilling. I can't wait to see how useful this becomes as players crit and fumble in the future. The design is beautiful and it is well written/thought out.
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I have been wanting to take my D&D games that I GM to another level in terms of cinematic features, making the game more dramatic and involved. This first obtaining of the Cinematic Environs series was the right one. Not only is the content interesting, but the rules presented for creating a more cinematic game are revolutionary for me personally as a GM. The rule of three is so smart and now that I've started to use it, I can feel better RP coming out of my gamers. I plan on purchasing the series and new environs when they come out. Very well done.
Also, on a design note, the content is beautifully presented, which is always a plus.
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This is a book of "ideas" rather than a book of "things".
It's good for what it is. It's nice to have all of these ideas available in a single place. If you want to build a new campaign world, where magic "works differently", this would definitely be a launchpad.
But if you're playing with something fundamental like magic, you need a lot more than two sentences to really make it work. All of these ideas need more skin on their bones.
Bonus points for the page layout being really nice.
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A useful trool for detailing the backgrounds for religious types
Done randomly it can give you some very good ideas on creating your new character
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