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Mass Combat
Publisher: Dungeon Masters Guild
by John P. [Verified Purchaser]
Date Added: 03/17/2016 03:03:03

All I can really say is, this is not "rules." This is maybe the beginning of an idea for some rules.



Rating:
[1 of 5 Stars!]
Mass Combat
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D&D 5e Monster Expansion
Publisher: Dungeon Masters Guild
by John P. [Verified Purchaser]
Date Added: 02/27/2016 22:09:31

Presentation: The layout is good; everything that should be on the same page is on the same page. Stat blocks are professional, fonts are not obnoxious. Very readable on a screen. Other DM's Guild contributors should take notes. My only complaint is that the picture of the Dread Wraith doesn't match the description.

Content: Exactly as advertised, this is higher-level versions of staple Monster Manual creatures. You know exactly what you're getting here.

Creativity: Many of the stat blocks are pretty uninspired; just stat blocks from the MM with bigger numbers. Theoretically, anyone with the MM and DMG could make these, so most of what you're paying for is the time-saving. That said, there are a few neat ideas in here, such as Middle-earth-style trolls. Also some of the monsters have legendary actions, so that's cool.

Overall: A great product. I want to see more like this. 5 stars.



Rating:
[5 of 5 Stars!]
D&D 5e Monster Expansion
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Class: World Ranger
Publisher: Dungeon Masters Guild
by John P. [Verified Purchaser]
Date Added: 01/19/2016 03:37:55

First of all, I have to address the presentation. Clearly, some effort went into making it look like the 5e books. I appreciate this, but it seems out of place here. The fancy graphics contrast with the unpolished, un-playtested content. The background makes it harder to read on a computer screen, and is not ideal for printing. Despite the professional-looking quality, the presentation does not add value, but actually detracts from the work (in my opinion, of course). Just because you can make it look like the books, doesn't mean you should.

For a project like this, I feel a simple, minimal presentation is most appropriate. A white background and black, sans-serif text would've been perfect (like, say, the template provided on this very site).

One last thing on presentation--I noticed a few minor copy-editing errors. Line breaks being in the wrong places, redundant text, things like that. OK, on to the content!

The basic premise is solid, and I think it's probably the best way to do the Ranger. With the three subclasses, you can choose A) spellcasting, B) animal companion, or C) none of the above. The base class itself provides combat and wilderness exploration features, mostly copied from the PHB.

While the overall structure is successful in theory, I would never use this in my game. The 5e Ranger has its flaws, but this version seems to create more problems than it solves. Chief among these problems is that the class is too powerful, but I'll go on:

The Foe Slayer reintroduces the damage bonus for Favored Enemy. While this is an iconic Ranger ability, it makes things awkward for the DM. I was glad to see it left out of 5e, and I'm not keen to bring it back.

The Mystic Hunter is the spellcaster, and I was puzzled to see a list of domain spells. Since this subclass is now the only one that can access the Ranger spell list, why give it an additional subclass-specific spell list? Actually, they're all from the Ranger spell list*, so it's just like having an extra two Spells Known, except you don't get to choose them. Why not let the players choose which spells they want?

(*except for Hold Monster, which is inexplicably on there)

It's also weird that this subclass, in addition to Hunter's Mark (as a domain spell), has a Quarry feature that does a similar thing. For one, it's redundant. For two, it's incredibly weak (spend a 1st-level slot to cast True Strike). For three, why is there this 4e strikery element in this subclass? Isn't that what the Foe Hunter is for?

The Wilderness Warden reimagines the animal companion as a spirit that you can summon into physical form. This is a cool idea, and helps explain the sillyness inherent in having a pet as a class feature. It's widely accepted that the Beastmaster in the PHB is underpowered, and this one does seem more powerful. My problem with this is that it doesn't actually improve the Animal Companion mechanic, but rather simply adds more features on the side to make up for the loss of spellcasting. To me, this is no better than the PHB version.

While I appreciate the effort that went into this product, I ultimately have to give it a below-average rating, since I'd still rather use the core Ranger in my game.



Rating:
[2 of 5 Stars!]
Class: World Ranger
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Dreams of the Red Wizards: Scourge of the Sword Coast (D&D Next)
Publisher: Wizards of the Coast
by John P. [Verified Purchaser]
Date Added: 02/17/2014 19:31:55

SPOILERS AHEAD!

THE GOOD:

Most of this review focuses on the things I didn't like, because this adventure has a lot of aspects that frustrate me. That said, those problems are mainly with the presentation. The content itself, for what it is, is really awesome. There are five fully detailed adventure locations, each with their own unique feel and intertwining threads between them. There's even a little intrigue in town. The maps are beautiful (though they could be much more useful, see below). The PCs always have a choice of what they want to do, and even the dungeons are refreshingly non-linear (compared to Keep on the Shadowfell, which was basically a straight line with the boss battle at the end). There's plenty of good old-fashioned dungeon exploration, with plenty of weird shrines, secret doors behind secret doors, checkerboad floor puzzles, etc. Good stuff. I haven't seen how the combat shakes out, but it looks like a good mix of easy and difficult fights.

THE BAD:

1. My biggest problem is that the descriptions are too verbose. It would just be much easier if the information was presented in a clearer, more concise way. For example, here is a room description:

"The tents of the Fanged Moon tribe shelter the fifteen orc warriors that live in the castle. Normally, five rest in the tents, five idle in area 10, one is on sentry duty in area 9, two keep watch in area 12, and two patrol the curtain wall (areas 3 and 5). Development: If the orcs come under attack here, orcs dispersed to other areas join the battle in 1d4 rounds (roll for each group). The ogre in area 4 joins the fight in a similar amount of time. Sezibul joins combat from area 16 in 3 rounds."

They really expect me to make four separate d4 rolls and write down which is which at the start of the combat (when I'm already busy rolling initiative for the orcs and listening to initiative rolls from the players)? Why not roll each round to see which group shows up? Actually, why even make it random? It's not like the party is going to have this encounter multiple times. It would be much more convenient if it was written like this:

"There are fifteen orc warriors in the castle. Normally, five are resting in the tents, and the others are in the areas listed below. If combat starts here, orcs from the other areas join the fight on subsequent rounds: Round 1: Two orcs (area 12). Round 2: Two orcs (areas 3 and 5). Round 3: Sezibul (area 16), one orc (area 9). Round 4: Ogre (area 4), five orcs (area 10)."

The prose style makes it a hassle to run on-the-fly, and I had to reread the adventures multiple times before I understood how to run them. Almost every published adventure has this problem, and it's really annoying.

2. The adventure seems awfully complex, with lots of moving parts. That's not necessarily a bad thing, but it seems like a poor choice for Encounters, as it makes the adventure harder to run. 3. Why does it start at level 2? Who starts a campaign at level 2? Again, seems like a poor choice for Encounters, since 1st level characters are supposed to be a simple starting point for beginners (which is presumably the target audience for Encounters). If I was going to start at level 1, I'd flesh out the goblin encounter before getting to Daggerford, and have that get the players to level 2. I wonder if the adventure was originally written like that and changed at the last minute. 4. As I said, there's a little intrigue in town. But beyond that, Daggerford itself is just a map and a bunch of boring descriptions of boring businesses and the boring people who run them. I don't know why they wasted so many pages detailing the town itself; there's nothing interesting about it. It would really help if there were tables with useful mechanical details (info about the guards and the militia, the kind of equipment available, classes and levels of NPCs, etc.). As is, there's nothing in that section that would actually help me run a game. That's 5 pages wasted. WotC needs to stop paying adventure authors per word. 5. The adventure says you should use the wilderness exploration rules, but doesn't let you do so. The overland maps don't have hex grids (so what am I supposed to do, use a ruler?). There are no random encounter tables. Actually, both those things would be really useful even if they don't assume we're using the exploration rules (and it would have taken fewer pages than all those boring paragraphs about people in town). 6. There are a few smaller problems that everyone already knows about. The monsters don't have XP values. The puzzle on page 53 relies on showing the image to the players, but the image itself shows the solution. The region map has a location marked on it that the PCs aren't supposed to know about. These errors aren't dealbreakers, but they do make me wish they'd put in the extra effort.

Rating:
[4 of 5 Stars!]
Dreams of the Red Wizards: Scourge of the Sword Coast (D&D Next)
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