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Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4e-monster-vaults.html
When 2010 rolled around it was becoming obvious that 4e was not going to sell as well as previous versions of D&D. It still sold well, but it was not hitting the number that WotC and Hasbro wanted. Since the old adage was "Core Books sell better" the 4e team reintroduced the D&D 4th edition game with the 4e Essentials line. While no a new edition really, it was designed to make the 4e game a bit easier to play and run and make it more like old editions of the game.
It was not quite successful but it did re-interest me in the game after playing 4e for a bit and then drifting off to Pathfinder.
One of the "interesting" changes in 4e Essentials was the shift of the "Monster Manual" to the "Monster Vault."
They were called these since the first Essentials Monster book was a boxed set with the digest-sized book and monster tokens for all the creatures in the book. Nice touch for a mini-focused game.
Monster Vault: Threats to the Nentir Vale
PDF (and softcover). 128 pages, full color. $14.99 for PDF, $32.99 for PoD or $47.98 for both.
If the first Monster Vault was designed to replace or complement the D&D 4 Monster Manuals then a case could be made that Monster Vault: Threats to the Nentir Vale could be considered the D&D 4e Monster Manual 4. Indeed, with the updated MV monsters in the fist book, combined with this book a hard cover Monster Manual 4 could have been created. While the cover features a cool looking black dragon, the hard cover could have been Graz'zt to continue with the demon-focused covers.
This originally came as a softcover book in a shrink-wrapped paper slip-case with card-stock tokens like that of the Monster Vault. These included all the monsters for this book. The book though in this case is not digest-sized but letter sized.
There are 40 grouping of monsters here, with some named unique creatures and threats to the Nentir Vale. So the book feels like a campaign-setting monster book. There are about 200 monsters here in total. Since there are unique creatures and Nentir Vale-focused ones, there are monsters here that have never appeared in any D&D monster book before or since. Some are old favorites with new ideas. For example, there are Gnolls, but they are the Black Fang Gnolls here and are a little more vicious. There are new creatures, like the Frost Witches, that have not reappeared anywhere else as far as I know. Others of course are new and have appeared in other books after this.
Personally, I would love to see all of these creatures, along with the rest of the Nentir Vale, translated into D&D 5th edition.
The Essentials Line
Back when it was new in 2010 I spent some time talking about the D&D Essentials line and how it was what 4e should have been from the start.
I feel there is still a good game in here. I might need to delve a bit deeper and even get an Essentials game going sometime. There is still a lot of fun to be had here I think.
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Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4th-ed-monster.html
To begin with, I was and am a fan of 4th Edition Dungeons & Dragons. I know it was not everyone's favorite edition, to put it mildly, but there are some really great things about it. For starters, I applaud the design team for daring to try something new and different with the D&D game. Of course, most fans don't want new. They want the same thing, but even for the open-minded D&D 4 was a bridge too far. Secondly, D&D 4 was a masterwork of modular design. You could take out and move around sections of it as you needed. Yes, everything worked together, but many of the pieces could be swapped out for other pieces. This design notion extended to the layout of the books. Nowhere is this better seen than with the Monster Manuals.
To me it seemed that 4th edition took the design elements that had made the Monstrous Compendiums successful; namely one monster per page, and all sorts of information on the monster's habitat, environment, and variations. It is also one of the main reasons I still keep my 4th edition monster books. There is so much information here that I have been using them to inform details in my 5th edition game.
In all cases here, I am considering my hardcover books and the PDFs from DriveThruRPG.
Much like AD&D second edition, the monsters for D&D 4th edition are presented as one page per monster. More or less. Sometimes the monster runs two or four pages, but always a complete page. Where 3e had monsters built exactly like characters, 4e monsters have their own rules, much like how 1st and 2nd Ed built them.
Fourth Edition was most certainly a "miniatures" game or, as it was hoped, to have a lot of online support and content. That did not materialize in the way Wizards of the Coast wanted and strong sales of Paizo's rival "Pathfinder RPG" kept D&D sales low for the first in the history of RPGS. Make no mistake, D&D still sold well, it just wasn't out selling everything else.
That was too bad really. D&D 4 had a lot about it I liked and still like.
Monster Manual 3 for D&D 4e
Hardcover and PDF. Color covers, full-color interior art. 224 pages.
This is also the only book of the three that you can also buy as a Print on Demand softcover.
This book was released in June 2010, another year after the MM2. Lolth is our cover girl this time. It would have been interesting to see Graz'zt, but Lolth makes sense too. Eclavdra also shows up in Lolth's entry.
Page for page, this one has a lot more new monsters. Not just new to D&D 4, but new to D&D. These include the new Catastrophic Dragons which I had been looking forward to. There are a lot of new monsters and some additions to MM1 & MM2 ones, like new Fire Giants. That is one of the features of this edition, each variation of a monster needs a new stat-block. To be fair, D&D 3 and D&D 5 also did this a fair bit.
The layout is such, that like the AD&D 2nd Edition Monstrous Compendiums, the D&D 4th Edition Monster Manuals PDFs can be printed out with just the monsters you want and organized in a binder. The modularity of the design is so well planned out that it really makes me want to print out these PDFs and just make my own Monstrous Compendium style binder for it. Sure the page numbering will be wonky, but that would not matter, everything will be perfectly alphabetized. I could even re-integrate demons like Orcus and Lolth back to where they belong under demons.
The art is amazing really. The visual style of the monsters flows from the 3rd Edition monster books to provide a sense of continuity even if the worlds do feel different.
I am not currently playing D&D 4th Edition, but I find these monster books still so incredibly useful even in my D&D 5th Edition and Basic/Expert edition games. They are also just great-looking books.
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Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4th-ed-monster.html
To begin with, I was and am a fan of 4th Edition Dungeons & Dragons. I know it was not everyone's favorite edition, to put it mildly, but there are some really great things about it. For starters, I applaud the design team for daring to try something new and different with the D&D game. Of course, most fans don't want new. They want the same thing, but even for the open-minded D&D 4 was a bridge too far. Secondly, D&D 4 was a masterwork of modular design. You could take out and move around sections of it as you needed. Yes, everything worked together, but many of the pieces could be swapped out for other pieces. This design notion extended to the layout of the books. Nowhere is this better seen than with the Monster Manuals.
To me it seemed that 4th edition took the design elements that had made the Monstrous Compendiums successful; namely one monster per page, and all sorts of information on the monster's habitat, environment, and variations. It is also one of the main reasons I still keep my 4th edition monster books. There is so much information here that I have been using them to inform details in my 5th edition game.
In all cases here, I am considering my hardcover books and the PDFs from DriveThruRPG.
Much like AD&D second edition, the monsters for D&D 4th edition are presented as one page per monster. More or less. Sometimes the monster runs two or four pages, but always a complete page. Where 3e had monsters built exactly like characters, 4e monsters have their own rules, much like how 1st and 2nd Ed built them.
Fourth Edition was most certainly a "miniatures" game or, as it was hoped, to have a lot of online support and content. That did not materialize in the way Wizards of the Coast wanted and strong sales of Paizo's rival "Pathfinder RPG" kept D&D sales low for the first in the history of RPGS. Make no mistake, D&D still sold well, it just wasn't out selling everything else.
That was too bad really. D&D 4 had a lot about it I liked and still like.
Monster Manual 2 for D&D 4e
Hardcover and PDF. Color covers, full-color interior art. 224 pages.
This book was published about a year later in May of 2009. This book also has over 170 monster entries. Some are expanded, like Giants (and I love what they did for giants in this edition) and more demons. This book also gives the impression that many monsters were held back for a second book. Unlike previous books with the same name, Monster Manual 2, this one doesn't feel like added-on monsters. This feels more like the Vol 2 of the AD&D Monstrous Compendium. In addition to some that are expected, there are some new monsters too.
Our cover guy this time is Demogorgon. He and all his minions get 9 pages.
The layout is such, that like the AD&D 2nd Edition Monstrous Compendiums, the D&D 4th Edition Monster Manuals PDFs can be printed out with just the monsters you want and organized in a binder. The modularity of the design is so well planned out that it really makes me want to print out these PDFs and just make my own Monstrous Compendium style binder for it. Sure the page numbering will be wonky, but that would not matter, everything will be perfectly alphabetized. I could even re-integrate demons like Orcus and Lolth back to where they belong under demons.
The art is amazing really. The visual style of the monsters flows from the 3rd Edition monster books to provide a sense of continuity even if the worlds do feel different.
I am not currently playing D&D 4th Edition, but I find these monster books still so incredibly useful even in my D&D 5th Edition and Basic/Expert edition games. They are also just great-looking books.
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Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4th-ed-monster.html
To begin with, I was and am a fan of 4th Edition Dungeons & Dragons. I know it was not everyone's favorite edition, to put it mildly, but there are some really great things about it. For starters, I applaud the design team for daring to try something new and different with the D&D game. Of course, most fans don't want new. They want the same thing, but even for the open-minded D&D 4 was a bridge too far. Secondly, D&D 4 was a masterwork of modular design. You could take out and move around sections of it as you needed. Yes, everything worked together, but many of the pieces could be swapped out for other pieces. This design notion extended to the layout of the books. Nowhere is this better seen than with the Monster Manuals.
To me it seemed that 4th edition took the design elements that had made the Monstrous Compendiums successful; namely one monster per page, and all sorts of information on the monster's habitat, environment, and variations. It is also one of the main reasons I still keep my 4th edition monster books. There is so much information here that I have been using them to inform details in my 5th edition game.
In all cases here, I am considering my hardcover books and the PDFs from DriveThruRPG.
Monster Manual for D&D 4e
Hardcover and PDF. Color covers, full-color interior art. 288 pages.
This was the third book published for D&D 4th edition, though that is a mere technicality since all books were published at the same time in June of 2008. I picked mine up as a boxed set at the midnight release.
Much like AD&D second edition, the monsters for D&D 4th edition are presented as one page per monster. More or less. Sometimes the monster runs two or four pages, but always a complete page. Where 3e had monsters built exactly like characters, 4e monsters have their own rules, much like how 1st and 2nd Ed built them.
Fourth Edition was most certainly a "miniatures" game or, as it was hoped, to have a lot of online support and content. That did not materialize in the way Wizards of the Coast wanted and strong sales of Paizo's rival "Pathfinder RPG" kept D&D sales low for the first in the history of RPGS. Make no mistake, D&D still sold well, it just wasn't out selling everything else.
That was too bad really. D&D 4 had a lot about it I liked and still like.
The 4e Monster Manual is 288 pages with over 170 monster entries. Many entries have multiple monsters. For example, there are three different types of Aboleth, six types of kobolds, and seven types of orcs. Along with the stat blocks, we get an idea of the role each monster plays in combat, like Controller, Brutes, Skirmishers, or Leaders, and what tactics they can employ. All the monsters have Lore with appropriate DCs for learning more about them or what a particular die roll will bring up. The monsters also include plot hooks and ideas for using them in adventures.
Some interesting changes happened in 4e. For starters, some major demons, like our cover guy Orcus here, got their own entry outside of the demons category. He also had major henchmen listed with him.
Also, a conscious effort was made to redesign the cosmology of D&D. The effect here was to have Succubi now listed as "Devils" and not "Demons."
This caused some interesting in-game fluff with books like Erin M. Evans' "Brimstone Angels" trying to explain this "in-universe" from the perspective of the Forgotten Realms. This lives on in 5e with succubi as now independent evil outsiders. Other changes were made to various monsters, Daemons/Yugoloths we moved over to the demons, including making them Chaotic Evil. This might have messed with ideas of the Blood War, but there is no reason why there needs to be continuity between editions, it is just nice.
One of the things that irritated some people was not the monsters it had, but the ones it did not have. It particular Demogorgon is nowhere to be found and many of the named devils are also not here.
The layout is such, that like the AD&D 2nd Edition Monstrous Compendiums, the D&D 4th Edition Monster Manuals PDFs can be printed out with just the monsters you want and organized in a binder. The modularity of the design is so well planned out that it really makes me want to print out these PDFs and just make my own Monstrous Compendium style binder for it. Sure the page numbering will be wonky, but that would not matter, everything will be perfectly alphabetized. I could even re-integrate demons like Orcus and Lolth back to where they belong under demons.
The art is amazing really. The visual style of the monsters flows from the 3rd Edition monster books to provide a sense of continuity even if the worlds do feel different.
I am not currently playing D&D 4th Edition, but I find these monster books still so incredibly useful even in my D&D 5th Edition and Basic/Expert edition games. They are also just great-looking books.
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Originally posted here: https://theotherside.timsbrannan.com/2022/06/one-mans-god-castles-crusades-gods.html
Gods & Legends
For the purposes of this review, I am considering the PDF from DriveThruRPG.
PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked. Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.
This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame. There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.
This book is divided into three(ish) large sections.
The Anvil of the Gods
This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take. The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs.
Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes. Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.
Of the Gods
This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world. A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.
Some sections are the same as in the older book, many do look to be rewritten. The art is used from the older text but I do not see an issue with that. Many gods here get more text as well. Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods. Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common. The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania). Again, I like seeing this stuff. It immediately gives me a hook. If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.
Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin. It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.
All the Other Gods
This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series. Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like. No details on the gods themselves, for that you will need the Codies.
Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.
Who should buy this book? Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde. Also, anyone that owns the Codies and wants more game content.
I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have. Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.
One Man's God - The Demons of Aihrde
As I mentioned the Demons of Aihrde are already the Demons of AD&D. But what about the monsters and gods here in Gods & Legends? Let's see what we have here.
The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.
For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him. Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like.
The gods of the Dwarves, Halflings, and Gnomes do not have anyone. The Elves have Talahnatilia but that is something other than a demon or devil really.
It is not really to we get to the gods of the humanoids that we find good candidates.
Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane.
Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil. This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.
Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil. Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises.
Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really. He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.
The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.
Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no. Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.
I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.
Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world). Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.
Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.
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Originally posted here: http://theotherside.timsbrannan.com/2022/06/class-struggles-castles-crusades-core.html
The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.
I will give a brief review of this book so people will know what I am talking about. For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't. Will need to remedy this.
PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.
This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack. What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not. I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.
This book covers the basic (levels 1 to 13) and advanced (expanded) information (levels 13 to 24) for all the classes. The classes are:
Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.
There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24. This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway. So this would cover the majority of all games played. It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.
The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.
Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this. They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing. What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.
I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D. Likewise nearly any class here can be used in AD&D or OSR clone. Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.
Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table. The PDF then allows for ease printing of these classes. Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet. Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.
With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same. A must-have for any Castles & Crusades fan.
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Originally posted here (with pictures and more details): https://theotherside.timsbrannan.com/2022/06/plays-well-with-others-castles-crusades.html
For the purposes of this review, I am considering both the PDF from DriveThruRPG and the hardcover I purchased from Troll Lords.
256 pages. Color cover, black & white interior art.
This book covers (mostly) the spells of the four major spell-casting classes in C&C; Cleric, Wizard, Druid, and Illusionist. There are also two new types of spell-casters in this book, Runic Magic and Chromatic Magic.
The vast bulk of this book is given over to the spells of four classes (170+ pages). The spells are listed by class and then the alphabetic description follows. Many of these are going to be familiar since they are pulled from various C&C books and the Player's Handbook in particular. This is not a bug, but a feature. I wanted a book that had all of these spells in one place and this is what they advertise it as.
There are minor typos here and there and the art is recycled, but none of that matters to me. I am here for the spells. Honestly, I have no idea how many spells are here but it has to be upwards of 1,000. For example, there are 379 Cleric spells (0 to 9th level), 366 Druid spells, 437 Wizard spells, 305 Illusionist spells, and over 200 rune magic spells. That's a lot of magic.
I mentioned Runic Magic a couple of times. Rune Magic. Anyone can use runic magic, but the character has to master the runes first via an attribute check, this also assumes they have the necessary codices needed in order to learn the runes.
The spells of the Chromatic Mage is also presented here. This class is detailed more in the Castles & Crusades Player Archive, which I will cover on that review.
If you are a fan of magic, spells or just have a desire to have a complete set then I would say pick this up.
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Originally posted here: https://theotherside.timsbrannan.com/2022/06/monstrous-mondays-mystical-companions.html
I have never hidden my love of Castles & Crusades and I would play a lot more of it if I could. It really does capture the feel of older D&D, maybe something of a Basic-era mixed with Advanced, through the lens of 3rd Edition. One really could consider it the evolution of AD&D2 into the new millennia.
This week I want to do more with Castles & Crusades, but I am going to do it from the point of view of some of my regular blog features. Today is Monday and that means Monstrous Mondays. So I am going to review and discuss the Castles & Crusades Mystical Companions book.
I can't believe that it has been three years (almost to the day) since I reviewed the 5th Edition version of this book. I had meant to do much sooner than this.
The Troll Lord's Mystical Companions is the update to their fantastic Book of Familiars. It comes in two flavors, A Castles & Crusades version, and a D&D 5th Edition version. I have both in digital and PDF formats, today I am going to focus solely on the Castles & Crusades version. Yes, they are in fact different enough that two separate reviews are really needed.
I was always going to use this book in my Magic School games, whether that game used an Old-School ruleset (like Castles & Crusades or OSE) or (now) D&D 5th Edition. I think that highly of it. Now it is something I am using as part of my War of the Witch Queens campaign where every character has an animal companion, pet, or familiar. My oldest kid has taken my 5th edition version and made it his own.
Mystical Companions for Castles & Crusades
For this review, I am considering both the PDF version from DriveThruRPG and the hardcover version I purchased from Troll Lord Games.
Hardcover book and PDF. 192 pages, full-color art by Jason Walton and Peter Bradley. PDF is bookmarked. This book is divided up into 12 chapters and 5 appendcies. Largely focusing on the various Castles & Crusades classes and their respective animal companions.
Chapter 1: Familiars and Companions
This gives us our basic overview of the book and the concepts of an animal companion in the Castles & Crusades game. Pro-tip. Even a casual read of the chapter titles should clue you in that if you wanted to use this with AD&D 1st ed you very easily could. There is also the notion that Animal Companions and Familiars, while similar and can perform similar roles and tasks are very different from each other.
On Animal Companion vs. Familiar. While rules in the book cover book and treat them somewhat interchangeably an Animal Companion is more like a loyal pet or friend. A Familiar is a creature summoned to work with the PC. Animal Companions are free-willed, familiars are not.
For ease, I am going to use"animal companion" for all cases unless a distinction needs to be made.
There is the concept here of Advantages, this allows the character to summon an animal companion. In truth, I think this works better in 5e than it does here, but I will explore this a bit more. Additionally, there are various Powers and Tricks animal companions can have or impart to their player characters.
Animal companions are all treated as other creatures from the beginning. They have HD, hp, AC and more scores.
Advantages are a new mechanic for C&C to allow them to take on various "powers" or "features." It was introduced in the Castle Keepers Guide as an optional rule, here it is required. It is, very simply put, a "Feat" system for C&C. That does not really describe it well enough, but it is close.
Different classes get new Advantages at different levels. Various abilities and powers of the animal companions are detailed here. Including what sort of special powers you can get by taking another animal companion/familar at higher levels.
If you are playing AD&D 1st Ed and really want to do familiars correctly then I highly recommend this book.
The following chapters each deal with the various C&C classes (and their AD&D counterparts in my readings) and their respective animal companions.
Chapter 2: Barbarian Familiars & Special Mounts
I don't recall Conan having a pet, but Cú Chulainn is known to have had some pet dogs. Since Barbarians feel closer to nature they have totem animals; an animal or creatures revered by their culture. This chapter covered these, and all the expected animals are here, but there are also totems for mammoths, displacer beasts, dire creatures of all sorts, and even small dragons.
Chapter 3: The Bard’s Familiar
Bards typically have familiars that aid in their singing or musical magics. Providing a number of powers to aid their abilities.
Chapter 4: The Cleric’s Familiar
These are not so much as animals and more attendant spirits. The least of the messengers of the cleric's god(s). Often they are here to provide the cleric guidance or omens. These creatures can, and often do, take on animal shapes. What that shape is depends largely on the cleric's domain.
Chapter 5:The Druid’s Familiar
Similar to both the Barbarian's and the Cleric's familiar. Here the deciding factor is the terrain/environment the druid is native to. There is a large sidebar/section on Druid Familiars vs Druid Animal Companions.
Chapter 6: The Fighter’s Familiar
This one seems a bit odd, but they do make a case for it. A good historical example might be the Mongolian fighters and their horses, or the hunting dogs of Celtic cultures.
Chapter 7: Monk Familiars
Again not one you normally think about. These seem to follow the same logic of the barbarian, but in stead of totem spirits they are manifestations of ancestor spirits. Think Mu-Shu from the animated Mulan.
Chapter 8: Paladin Special Mounts & Familiars
Paladins already get mounts. This extends that logic a bit more.
Chapter 9: The Ranger’s Familiar
Honestly, all Rangers should have an animal companion of some sort. This codifies it.
Besides. Every ranger needs a red panda familiar.
Chapter 10: The Rogue’s Familiar
Like the fighter, one does not normally associate Rogues/Thieves with animals, but honestly, it would be good. Think of Laurence Fishburne's character "The Bowery King" and his pigeons or D&D's own history of associating thieves with cats (the Grey Mouser from Lankhmar or Gord the Rogue).
Chapter 11: The Illusionist’s Familiar and Chapter 12: The Wizard’s Familiar
Putting these two together since they follow similar ideas. This is as close as we can get to the classic idea of a familiar. The natures of their familiars are different, which is great, it provides more distance between these two classes.
Appendix A: Animals
"Monster stats" for various (51) mundane animals.
Appendix B: New Monsters
Likewise, these are new monsters (36). Many are either familiars or creatures that feed on familiars.
Appendix C: New Spells
A bunch of new familiar summoning and related spells for all spell casting classes.
Appendix D: New Magic Items and Artifacts
Magic items to summon, control, or aid familiars and animal companions.
Appendix E: Dragon Riders
This last section covers a new class/path, the Dragon Riders, and how these rules are used for that class. While many of the same rules are used here as for familiars this takes them to a new place and should be considered optional.
This is the Appendix/Chapter that my son grabbed this book from me for, BUT he opted not use their Dragon Riders but kept the book anyway for everything else.
A Dragon Rider is a Path that can be added to any class, but some have more use for it than others. If the idea of PC Dragon Riders concerns you, then keep in mind it is being sold as "optional". And also Dragon Riders of some form or another have been around since the dawn of the game. If it is something you want, then there is plenty here for you to use.
If I ever ran a Magic School game with this then Dragon Riders would be included.
Index
We end with a robust index and the OGL section.
Final Thoughts
A note about art. There is not as much in this book as other Troll Lord books, but what is here is from the fabulous Peter Bradley and Jason Walton, who also gives us the cover art.
Your results may vary, but this book has quickly gone from a neat oddity to one of our must-have books for my Old-school games. My son uses it in the 5e games he has run so much that I have not seen my 5e version of this book in months since it is now in with all of his books.
Do you need this book? I say yes, but only if you are adding animals of any sort to your game, be they pets, familiars, mounts, companions, or all the way up to Dragon Riders.
Use in Advanced Dungeons & Dragons
I am going to limit my thoughts here to AD&D 1st Ed. The only reason I am not considering 2nd Ed is that 2nd Edition has a skill system that should be incorporated with these rules a little more explicitly. For 1st Ed, I can see a craft DM using this book more or less as-is.
I know Troll Lords does not sell this book as an AD&D book. But anyone who is a fan of C&C is likely a fan of AD&D. (Although I should point out I talked to a couple of real hardcore C&C fans at Gary Con who had never played AD&D First Edition.) But in any case, this is a fantastic reference for the 1st edition all the same.
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Originally posted here: https://theotherside.timsbrannan.com/2022/06/one-mans-god-legends-lore-2nd-edition.html
For this review, I am considering the hardcover book published in 1990 and the files from DriveThruRPG. 192 pages. Color cover and inserts, black & white and blue interior art.
My history with Legends & Lore is a complicated one. Deities & Demigods was my very first AD&D hardcover purchase. I was playing a Cleric in D&D B/X at the time and wanted to expand his role in the game. I thought a book of gods would be a great in. Plus it was mythology that got me into D&D to begin with, so it was a natural choice for me.
Like many at the time I also, rather immaturely, chaffed under the name change of "Deities & Demigods" to "Legends & Lore" feeling that TSR was bowing to the smallest, but loudest, contingent of people criticizing the game. But I would later buy a copy so my collection of AD&D hardbacks would be complete. Fast forward a couple of years and now AD&D 2nd Ed is the new game on the block and there is a new Legends & Lore out. This time I did not mind the name, maybe because I was now in college and saw that it fit the content better. I recall sitting in the apartment of my old High School DM and his cousin was there (he lived in the apartment below) and we were discussing the new L&L book. I can't say the discussion was very favorable towards the new book.
Before I delve into that, let's look at the book and I'll bring up that discussion as it pertains.
Legends & Lore was written by James M. Ward (who gave us Gods, Demi-gods, and Heroes and Deities & Demigods) and Troy Denning. This book has the advantage of being the one that is most in common with three different versions of the D&D game. The book is called revised and updated, and it is certainly that, but there are plenty of similarities between this book and the 1st Edition one.
This book contains 11 different mythologies, down from the 17/15 of the previous edition. This was one of my first points of contention with the book back in 1990. Where were the Babylonia and Summerian? The Finnish or the Non-humans? One could have easily combined (and made a good argument for it) the Babylonian and Sumerian myths. Combined they still were not as long as the Egyptian myths cover.
My second point of contention, and even then I knew this was a very weak leg to stand on, is that the stats were gone. Oh sure there were brand new stat blocks for worshipers and what the gods can do and there were the stats for their "Earthly" avatars, but the long, and let me just say it, Monster Manual-like stats were gone. Yes. These are not supposed to beings you can, or even should, hunt down to kill.
My last complaint, and again this one is weak, is that so much of the art was reused for this edition.
Granted sometimes the older art was used to great effect. Other times, less so. Thelb K'aarna art for Cú Chulainn? Nope. Not buying it. They would have been better using Moonglum.
The book does though do a very good job to laying out the powers of Greater, Intermediate (new to this edition), Lesser, and Demi- Gods. Power common to all gods are discussed and powers they grant to their clerics, in general, are discussed, with the details of each god. Ok. So this means each god takes up more space. That explains some of the loss.
There is a solid human focus here and that is by the design of the book since they are drawing more from history.
Each of the pantheon/myths is presented in more or less of the same format. We get a covering of the myths and an explanation on where they come from. There are some new spells listed and some new magic items. We follow with the Gods, usually the most powerful first working our way down to demi-gods and ascended heroes. Where appropriate there are also monsters and sometimes maps/plans of centers of worship. Pyramids for the Aztecs and Egyptians, temples, and so on.
Also included with each god are the duties of the priesthood and what their requirements are. These will include alignment, ability score minimums, Weapons the priests are allowed to use, armor restrictions, what spheres of clerical magic they will have access, what other powers might be granted, and whether or not they can turn or command undead or even have no effect on them at all. This is the forerunner of 3rd Edition's Channel Divinity power for Clerics.
The myths include American Indian, Arthurian Legends, Aztec, Celtic, Chinese, Egyptian, Greek, Indian, Japanese, Newhwon, and Norse.
One Man's God
Now I want to look at each of these and see how they would fare using the lens of One Man's God. Or, to put it easier. Are there any demons here?
American Indian
Covers some similar ground (as all the myths do) as the original Deities & Demigods. No monsters here, but a lot of heroes.
Arthurian Legends
No gods at all here, despite how important Christian mythology, especially around the Holy Grail, is to these tales. Only a note that "Authur's deity remains distant and unapproachable." The Grail is mentioned as a magical relic, but not much more about it. There are only two monsters here, The White Hart and The Questing Beast.
Aztec
Aztec myths are full of demons and demon-like creatures. What does 2ne ed give us? A paragraph about how the mythology is lacking in fantastic creatures. Sorry, not buying that one.
Celtic
Now Celtic myths have monsters, and I have talked about many of them before, but only a very few could be considered demons in the AD&D sense of the term. Here we get a lot of gods and only one hero, Cú Chulainn.
Chinese
Again China has tons of creatures that could be called demons in the AD&D sense. The Neglected Ancestral Spirit could be considered demonic. But are they AD&D demons? I am going with no.
Egyptian
Not sure I am liking that blonde-haired, green-eyed version of Isis here. It is likely that our first concept of demons came from Egyptians. Well.,, I would argue they came from the Sumerians who would then influence the Egyptians. Also, Egyptians have a ton of gods, so no monsters at all in this section. Not even Apep and Ammit.
Greek
Many of the primordial titans of Greek myth would get new life in Roman myths and then get ported over to Christian mythology. Geryon is one notable example. As far as Greek myths go this one has the gods a bit better organized. The Furies or Erinyes are now "Lesser Gods" which tracks with some myths and here their alignment is Neutral. Among the monsters are Cerberus (NE) and the Gigantes (CE) which are bit like the primordial versions of the giants. These work great for my Hüne which are bit like demons.
Indian
One of Kali's great powers is her ability to scare away demons. It's why she is put at the head of armies. Does this book give us any? Sadly no monsters are mentioned here.
Japanese
This one feels a bit more research than the original D&DG. While no demons, the god Amatsu-Mikaboshi would make for a reasonable devil or some other type of fiend; a unique, Prince level one. He is a rebel god and would not submit to the other gods, so there is a bit of Lucifer in him. That and the fact he is called the "Dread Star of Heaven."
Nehwon
Our odd one out since it is not a world myth but rather the creation of Fritz Leiber. Again Tyaa could pass for a demonic queen in many settings along with the Birds of Tyaa.
Norse
The Norse gave us fire and frost giants and many of those primordial giants are quite demon-like. Lots of heroes here, as to be expected, and some monsters. Garm and Fenris Wolf could both be considered to be like demons as well.
In the end this book represented a paradigm shift that was not just part of AD&D 2nd Edition but happened along with it. Even future books that dealt with gods handled them a little different than this, but along the same paths of evolution.
What was the outcome of my story about talking with my friends about this book? Well if you see the image of the cover I used, well that is my own book. I didn't buy it right away, in fact it was many years later before I picked up a copy of Legends & Lore. Strange that a book that was really one of my first purchases for AD&D would in the very next edition become one of my last.
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8 image files of a redhead sorceress. Various poses with transparent backgrounds.
She is partially armored and carries a staff.
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Nine images of the pictured hero. Works great as a noble or other important NPC.
The art is very good.
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6 images, three different figures with a transparent or detailed background each.
The art is good and I am glad I bought it, I just need to find a good use for it.
I like Sade's style and I would love to find more places I could use this art.
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10 High-res CG images of witches.
I like Sade's style and I would love to find more places I could use this art.
I used some of this art for the Sisters of the Aquarian Order.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-mongoose-traveller-2nd-edition.html
We are coming to the end of my journey with the Traveller rule system. Not 100% at the end, but getting there. Today I want to talk about the newest, 2nd Edition of Mongoose Traveller. This edition is an update to the Mongoose Traveller from 2008. Again it coexists with the T5 Traveller from Far Future Enterprises I reviewed yesterday. The only thing I can liken it to is the coexistence of D&D 4e and Pathfinder 1st Edition. Though which one is which is a matter of opinion.
Traveller 2nd Edition was first released in 2016. A revised update was released in 2021 and called the "2022 Edition." Both are the same rules though the 2022 update has a few improvements in layout and editing. For this review I am just going to consider the 2022 version and notes from the 2016 version.
Traveller Core Rulebook Update 2022
PDF. 266 pages. Full-color covers and interior art. Bookmarked and hyperlinks table of contents.
Traveller is experiencing a renaissance of sorts. We live in time where old-school games are really popular, sci-fi is having a new golden age (have you seen all the Star Treks we now have?) and Traveller is riding that wave. The new Traveller is best seller on DriveThru with the 2016 version a Mithral bestseller and the 2022 version a Platinum bestseller as of this writing. I also know my FLGS sells the books hand over fist. One of the reasons I wanted to do my deep dive into Traveller now was because of all of this.
So how is the 2022 Edition?
In a word it is gorgeous.
Mongoose, back in the early d20 boom, earned a bit of a reputation of a "spaghetti publisher" as in "throw a plate of spaghetti against the wall and see what sticks." As time went on their reputation improved. These days they get a lot of credit for not just having solid books, but also serving the d20 bust. Though some less than perfect editing sneaks in. The 2016 edition seemed to have this problem; at least that is what I have read online. Both books had high-quality color art, there are some pieces in the 2016 edition I actually like a little better, but in general, I am pretty happy with what I see. Happy enough to wish I had grabbed the physical books when I was last at my FLGS.
What about the rules?
The book is similar in many ways to Mongoose 1st Edition, but enough differences in layout and organization. For the first time, the designer did NOT try to invoke the feeling of old Classic Traveller. This is a GOOD thing. To attract new players they needed to make this a new game.
Introduction
This covers the various reasons why you might want to play Traveller and the different ways to play. I was hoping that among the examples of Star Trek and Starship Trooper they would include the most British of all Traveller shows, "Blake's 7." Which always was my goto example.
There are some suggested books to read such as Traveller Companion, High Guard, The Third Imperium, and more. I don't have those so I can't comment on them here. What it does tell me that this version of Traveller is set in the Third Imperium. So that is something to look forward too.
We get some game and dice conventions and descriptions of the Tech Levels.
Traveller Creation
Character creation is next as expected. This follows much along the lines of all Traveller versions. You roll your six abilities/characteristics. We are back to our standard six from Classic Traveller with the same point spread and averages. The CCP is still here too.
You pick your background skills and then move to the next phase. There are good flow charts for character creation and the character sheet is annotated. You go into your pre-career (aka school) and then move to your career.
Like the first edition, careers are laid out with face pages so everything you need for a career is at a glance.
This is quite helpful really. The careers supported in this core rules are Agent, Army, Citizen, Drifter, Entertainer, Marine, Merchant, Navy, Noble, Rouge, Scholar, and Scout. There is an extra "career" that of Prisoner. Possibly to do that epic Stainless Steel Rat or Farscape adventure.
Various benefits and of course mishaps occur, leaving you with extra cash, some property or medical debt.
There are some Skill Packages now. There is a push here to get all the players and characters working to gether to make sure there is cohesion.
We then get some examples of Alien species. The Aslan and the Vargr.
Skills and Tasks
This chapter is combined as it really should be. The system is basic which is what you want. The character rolls a 2d6 and need to get greater than an 8 to succeed. There are various Die Modifiers added and the Target number (the "8") can be be altered depending on the task difficulty. There are example throughout which works well. An "Impossible Task" for example would require 16 or more rolled on the check. There are also levels of success and failure. So if the roll is missed by -6 that is an "Exceptional Failure." A roll of 6+ over the target number is an "Exceptional Success."
The amount of time spent on a skill check can alter the results and there are opposed checks as well.
The rest of the chapter covers all the skills, their specialities and descriptions.
Combat
Combat is a always separate and it is a special case of a skill check. What I do like about this system is that combat can rely on STR or DEX as appropriate and is not hard-coded like say D&D. For example Initiative can be modified by DEX or INT.
The combat phase is broken down into Significant, Minor, and Free actions. You can do one Significant and one minor action per round or three minor actions. You can perform anynumber of Reactions or Free Actions as permitted. What can be done in these actions is detailed. Attacking an opponent is Significant action, as is giving orders (Leadership). Minor actions are things like aiming, reloading, changing stance.
Damage is discussed and it is very deadly.
Encounters and Dangers
This combined the old Encounters and Animal Encounters chapters of Classic-era Travellers. There are all sorts of environmental dangers, diseases, high and low gravity situations, radiation, falling and so much more. Hmmm. Maybe best just to stay on your homeworld. To quote Leonard McCoy from the 2009 Star Trek movie "Space is disease and danger wrapped in darkness and silence."
Animals are discussed and even a few examples are given.
NPCs are also presented with the ubiquitous d66 tables of quirks, motivations and more that Traveller fans love.
Equipment
Covers the economy briefly and plenty of things to spend your precious few credits on. The list here is not highly different. What is different here is the new level of art added to the lists. Descriptions of arms and armor are paired with great color art of these items. More than that there are tech items, medical equipment, computers, and survival gear. Various toolkits are also described such as Planetary Sciences and Psionicology Toolkits.
And of course guns.
Each bit of equipment comes with a TL rating.
Vehicles
Cover most moveable craft that are not Starships. Each one gets a TL rating, an associated skill needed to operate, speed factors, crew/pilot and of course cost. Nothing is free in the Imperium.
Spacecraft Operations
A mostly alphabetical listing of everything (mostly everything) that can go on in a ship.
Space Combat
Similar to other versions and the combat chapter above. This details how ships can fight including movement, targeting, and firing phases. Along with damage and reactions. The chapter is not large but remarkably detailed.
Spacecraft Construction
I think I would have put this chapter before combat. Mayb put combat after Common Spacecraft.
Distinctions are made between interplanetary and interstellar spacecraft. Like character creation, there is a helpful flowchart.
Common Spacecraft
I rather love this chapter. This lists all sorts of spaceships with their details and a full color picture and some deck plans. This is also laid out so many of the ships have all their details on the facing pages.
Many of these ships are found in previous versions of Traveller too. So it adds a nice bit of continuity to it all.
Psionics
Stuck near the end is psionics again. There are talents and powers and the Psion Career. I have always liked the Psionic powers section in Traveller, but this one really makes me want to play one. The Careers are all numbered 1 through 12 with the "Prisoner" at 13 (Navy for example is 8). The Psion career is appropriately numbered "X."
Trade
Covers basic trade between the worlds/systems/colonies. There is a huge d66 list of Trade Goods to be used by Referees.
World and Universe Creation
This chapter feels more like Classic Traveller than the others. Sadly no equations to apease the math geek in me but a lot of information all the same. The section is not huge and I a sure there are additional books for more worlds out there. But there is enough here to get you started.
Index
The index is comprehensive and hyperlinked.
Unlike previous versions of Traveller there is no included adventure here.
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Ok. What can we say here at the end? Or in other words who should buy this Traveller and what does it have over other Editions/Versions?
Who Should Buy This?
Much like D&D is synomous with Fantasy Roleplaying, Traveller is synomous with SciFi Roleplaying. IF you want to try science fiction out then for me the obvious first step is to see what Traveller is doing.
Traveller 2nd Ed 2016 vs. 2022
Both corebooks are still on the DriveThruRPG market now. They are the same system. I have both and while the rules are largely the same the organization of the 2022 version is much better.
Classic Traveller vs. Mongoose Traveller 2nd Edition
Ah. The old-school vs. new-school debate. We live in a time where not only you can get new Traveller in print you can get old Traveller in print as well. Which one should you play? I think the choice comes down to experiences. Both games really let you play the same game. Both games are fun. Both games take on some basic assumptions but largely leave the rest of the universe to your imaginations.
IF you started with any version of Traveller and enjoy that, then stick with that, but certainly check this one out. IF you have never played any version of Traveller before then the Mongoose 2nd Edition, 2022 version is the one to get. You can buy it at DriveThruRPG or your FLGS.
Mongoose Traveller vs. FFE Traveller
We owe a lot to Far Future Enterprises for getting all the Traveller books from 1977 up to today scanned and added as a PDF to both their website and to DriveThruRPG. That is a huge debt we owe them. However, I can't exactly recommend Traveller 5 over Mongoose's version. There might be content in the FFE Traveller 5 that I could port over. But I think to show my appreciation for what they have done, I'll keep buying the older Traveller materials.
In the end, for me, Mongoose Traveller 2nd Edition is, right now, the best Traveller I can buy.
I'll make an effort to grab a print version the next time I am at my FLGS. Right now there is no Print on Demand version for the 2022 edition.
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Origninally posted here: https://theotherside.timsbrannan.com/2022/05/review-t5-traveller5-core-rules-3-book.html
We are entering a strange time now. There are now two editions of Traveller on the market, the Mongoose version and now, in 2015, a new version from Far Future Enterprises, the inheritor of Game Designers' Workshop intellectual properties. This one is designed to be a new edition of the Traveller 4 edition and thus an "unbroken line" from Classic Traveller.
I have the Traveller 5.09 version I grabbed from Far Future Enterprises and the 5.10 version from DriveThruRPG. For the purposes of this review, I am going to be considering the 5.10 version.
T5 Traveller5 Core Rules 3-Book Set
As with Classic Traveller, this version is split up into three books. They are not little, and the covers are not included, but they do have the same names. So that is fine.
Each book has a comprehensive table of contents of all three books.
Book 1: Characters and Combat
PDF. 208 pages, black & white and color interior art.
Starting out this has a different feel than other versions. We start with the the typical "What is a Roleplaying Game" bits and "What is Traveller" under the Traveller is a Role-Playing Game section with an example of play. What follows is a bit on the Galaxy (weird to see how little of it is charted in Traveller), A Brief History of the Universe, and The Foundations of the Universe. The feel here is one of situating the characters in the Traveller Universe first as opposed to having the character operating in the universe as Classic Traveller does. Thematically (not rule-wise) this makes it a bit closer to MegaTraveller.
Traveller Uses Dice takes us back to the real world. There seems to be some new dice mechanics being introduced here in the form of "Flux Rolls." We get bits on Money, Ranges, and Humanity. I have to admit I admit I am not liking the organization so far. The topics seem to come at random.
Ok. We finally get to a chapter Characters are the Central Focus of Traveller, but not till page 46.
Characters still have the same six basic characteristics/abilities but there are an additional two added, Psions (Psi) and Sanity. Then there are another eight that are also used that are combinations of the regular six. I can't help but feel that something that was elegant is not needlessly complicated.
Eleven pages later we get to Characters and Careers. This covers the careers that we see in many versions of Traveller. I do like the art on the various medals a character can get while in the service, nice touch. The careers are comparable to previous versions. Each carrier gets a single page of detail which is nice really, print it out and staple it to your character sheet card. There are also many tables for backgrounds.
There is a new section on Genetics. There are some lists and diagrams for family trees (genetic trees) but I am not seeing the in-game application to this yet. I guess if your character is genetically modified this would be good. Sections on Chimeras, Synthetic Lifeforms, and Clones follow.
Tasks are next and deal with how you do things in Traveller. We are back to a Roll Under task resolution. A few pages discussing how tasks are determined with an example of three character with low, medium and high dexterity.
Skills is introduced with a Master Skill list, though "Massive Skill List" would also be appropriate. There are a lot of skills here. Skills and their descriptions take up the next 40 pages.
Equipment is given the acronym QREBS for Quality, Reliability, Ease, Bulk/Burden, and Safety.
We jump back to character focus with Intuitions, Personals, and The Senses.
We get to the second half of the title 2/3 of the way into the book. Combat. Up first is Personal Combat. This covers all sorts of types of combat, conditions, environment, movement, and more. There is even an example of combat between two groups of five combatants. This is good, because I still have no real good notion of how combat works in this system. This follows by a list of weapons.
Dice is next and covers all the rolls for 1D to 10D and the Flux die. Look I have a Master's degree in Stats, I like math, I like numbers. But this feels needlessly complicated to me.
The book ends in an Index (but hyperlinks and the PDF is not bookmarked).
Book 2: Starships
PDF. 304 pages, black & white and color interior art.
One of the things I love about Traveller has been their starship-building rules. It's like character building and I don't feel bad about min-maxing or even meta-gaming it.
We start out with the basic anatomy of a stellar hex grid. Ok, that is useful. This introduced us to the section on Star Systems. We get some brief overviews of systems and some helpful charts and tables to describe them. This is followed by Star Ports (places to go in the system) where the adventures usually begin.
Starships are next and cover all sorts of starships. The same sorts of details are here as in other versions of Traveller. I would need the rules side by side to see the differences, but it feels more like Traveller T4 than anything. Lots of color art for the various types of ships are a nice touch. Our old friend the Beowulf-class Free Trader is present.
Starship Design and Construction covers how to build and pay for these ships. All of this is recorded on the Ship Card, like a character sheet for ships. This is a feature that goes back to the beginning.
Maneuvering is next, or how your ship is a ship and not a space station. This includes interplanetary travel. Jump covers interstellar travel.
Plenty of sections on how Power, Sensors, Weapons, Defenses, Fuel, and Space Combat work. Far more detail than I recall in any version of Traveller so far.
Trade and Commerce Between the Stars section is next. Traveller is built on the reality that goods and people need to move between the starts and there is an economy based on that.
Technology and Tech Levels are discussed in detail. Followed by Lifespans of intelligent species (why wasn't this in Book 1?), Interstellar Communities, Computers, and Robots.
This book was a bit better organized than Book 1, up till the end that is.
Book 3: Worlds and Adventures
PDF. 304 pages, black & white and color interior art.
This covers Worlds and Systems. It seems that some of the System material from Book2 would have been better here.
If Book 1 creates characters, and Book 2 creates Starships, then Book 3 creates worlds and systems. Again pretty detailed with charts and graphs galore. This covers the first 94 pages or so.
Makers or building things run the next 80 odd pages. Seems like this should have been in book 2.
Special Circumstances are next for the next 70 pages. This includes Psionics. This covers psionic characters and their powers. This also covers the Zhodani.
There is an interesting sub-section on Sophonts, or intelligent non-humans. Again, this would have been better served in Book 1 I think, but I do see why it is here.
We don't get to Adventuring until page 270 and then it is only 10 pages. Very underserved in my mind.
Each book ends with book specific Appendicies and Indexes.
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So. 816 pages of PDF rules for Traveller 5.10. (FYI my Traveller 5.09 weighs in at 760 pages).
What do I know? Well. This version of Traveller is an interesting view of divergent evolution. In 2015 to 2019 (and still) there are two in print, live versions of Traveller out there. Traveller 5 and Mongoose Traveller. Both have the same ancestor, Classic Traveller, but each went on a different path.
We also live in a world now where ALL versions of Traveller are easily available in PDF, Print, and POD versions.
Given all of this, I just can't see myself playing Traveller 5. There is a LOT here I can see myself using though. I do not regret buying it at all. Far from it. I think my goal here is to grab anything I can find that is useful that is still roughly compatible with the Classic Traveller Core.
My issues with Traveller 5 are largely from the organization of the material and the over-complication of the rules. I am not a fan of roll-under systems, but I can get over that for the right game.
I give Far Future Enterprises credit for trying to expand the game in a new direction, it's just a direction I am interested in going in these days. At nearly $45 for three (four if you count the "Read me" pdf, which I don't) PDFs and no POD option is a bit rich for most people's blood.
Still, I am a perpetual sucker for the sunk cost fallacy, so I am always looking for an excuse to use all my books.
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