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dungeon hazards like slimes and molds tend to get overlooked in my campaign a lot. first, the party just doesn't wander into dungeons that often. second, the two wizards are fire and cold specialists, respectively.
the new fungi and slimes of 'A Dozen Dungeon Hazards' unfortunately don't help me much, since they're pretty uniformly destroyed by fire or cold. but at least the potential effects are interesting.
i'm much more impressed by the fogs, which i'll get more use from, and starfallen slime, which really stands out as a fresh idea. i wish more of the product had been like these, but overall i'm happy. i'll have to check out 'A Dozen More Dungeon Hazards' sometime.<br><br>
<b>LIKED</b>: hazardous fogs, starfallen slime, clean layout, well written and edited.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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so, i'm all, like, vendory and stuff now. the power, THE POWER!
the new vendor instructions and help guide are good, though they could use some updating -- the website and vendor tools have changed somewhat since it was last written. still, i didn't have any problems uploading my first products.
the ePublisher guides are appreciated, and would be of good value to anyone starting out as a PDF publisher particularly.<br><br>
<b>LIKED</b>: that its an entirely reasonable setup fee.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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ahhh, the hulk.
<br><br>
<b>LIKED</b>: some of the class abilities are interesting, and might be used for some custom prestige classes in my own campaign sometime.<br><br><b>DISLIKED</b>: the requirements are insane, and need fixing.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Disappointed<br>
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while the fireball-happy wizard is a D&D cliche with a long and glorious tradition, this prestige class still made me happy. the class trades most of its spellcaster progression for a suite of equally effective fire-based special abilities. it is very clearly for arcanists who like fire more than arcana, are looking for more specialization than just through spell selection, and seems well-balanced on the whole.<br><br>
<b>LIKED</b>: fire, and lots of it.<br><br><b>DISLIKED</b>: the writing could have used another round of editing. though the intent of the special abilities is consistently clear, some of the examples seem wrong. some of the prerequisites seem to be uselessly redundant.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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to be honest, i bought this prestige class while hunting for ideas for a wild mage prestige class for my own campaign. i didn't find anything which matched what i needed, and unfortunately the Chaos Witch doesn't fit well.
but i like the prestige class itself. it trades about half of its spellcasting ability for the ability to cast random hexes as melee touch attacks. the list of hexes is generally good, though some might be too good, one or two are pretty useless, and one seems totally unworkable. some indication of how a PC might rid herself of a chaos witch's hex would also be really useful. the class gains some other useful chaos/harm-based abilities as well, and the whole seems reasonably well-balanced on first glance.<br><br>
<b>LIKED</b>: pretty interesting.<br><br><b>DISLIKED</b>: it feels like it could have used another round of editing at least, and maybe playtesting.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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Nothing particularly clever, but servicable material useful for situations where you don't have anything planned and the PCs insist on digging for what's REALLY going on in your "a small, peaceful hamlet, surrounded by apple orchards, nothing's going on."<br><br><b>LIKED</b>: Uncomplicated, unpretentious, easily dropped into any game as needed.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Ah, now this is inspiring. Odd documents found amongst treasure hoards are too often clues relevant to the immediate adventure and no more, or generic "treasure maps" to be dealt with later. A Dozen Documents and Papers describes other types of documents which add flavor and interest to the campaign, even as they line the clever PC's pockets with a bit of gold.<br><br><b>LIKED</b>: The best sort of game material, it is immediately usable, and a good DM can draw further inspiration (or at least interesting variants) from it.<br><br><b>DISLIKED</b>: The use of chocolate. Damnit, now I'm hungry.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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I liked this less well than A Dozen Documents and Papers, but someone with greater dedication to clothing might well disagree. It is, if nothing else, a brilliant way to put 800 gp of treasure on a wandering baron without having the poor bastard lug 16 lbs. of gold coins on his belt.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>
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A collection of reasonably diverse and fairly described mundane miscellania for the party to loot from their defeated, but well and stylishly appointed, foes. Not everything will suit everyone, of course, but that's why there's 101 of them, ne?
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A collection of reasonably diverse and fairly described mundane miscellania for the party to loot from their defeated, but well and stylishly appointed, foes. Not everything will suit everyone, of course, but that's why there's 101 of them, ne?
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Everyone Else lived in a pretty how village,
(with up so warring many orcs pillage).
spring summer autumn winter,
they rolled their didn't they played their did.
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Run and hide, the wild mages broke into 3e. Wild Spellcraft goes beyond the old munchkin mages, detailing a variety of spellcasters and spells that just don't always work as intended for a variety of reasons. Its a very good take on the matter, and no one is likely to yawn at "yet another wild mage, same as the last wild mage" again.
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