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The Mineralogy Manual
Publisher: Deep Dungeon Games
by Chad I. [Verified Purchaser]
Date Added: 06/14/2021 12:58:13

The Minerology Manual may be one of the most frustrating books I've ever purchased. I love so much of it, but it is also such a hot mess.

To begin with, the good: This is the kind of world building supplement that I adore – one that provides what I like to call “fantastic naturalism”. It begins with elements which fill the role of fantasy entries of the periodic table. It then builds into minerals, rocks, soils, ores, metals, crystals and gemstones in a way that all fits with how actual geology might work in a magical setting. While reading the book I kept asking my wife, a geologist, about the accuracy of various things and most of it seemed fairly correct. The section on leylines is also fairly interesting and potentially useful. It would seem to play a large part of this fantasy geology but… we’ll get to that later. The information on dwarven cities, clans and even full on dwarven conlang with script are great and full of inspiration. I loved the idea of the mesa dwarves and they cities are fairly well detailed. Additionally, the special locations are cool and very in line with what has come before. Finally, the adventures are pretty good and make for a nice little tour of many of the setting elements that have been included in the book.

But now my first gripe: Things are obviously missing or were incompletely changed. I’m pretty sure there used to be a more complex or in-depth crafting system and a set of rules about mining. To begin with, the Hollowing the Earth section directly says it will provide rules for establishing and operating mines only to be followed up with ten fleshed out mines. Notably, these mines seem to refer to some set of rules that don’t exist like “Stages of Mine Life”. Additionally, in the appendix (whose name fits very appropriately since most of it seems to be vestigial) is a large chart for all of the listed items in the beginning of the book with DCs for Prospecting, Mining, Refining Type and Refining DC. Numbers which aren’t directly mentioned anywhere in the book. There is also a series of charts in the appendix that list each of the “sample” ley lines as components of each of the elements, minerals and other materials. A blurb at the end of the chart indicates that it is there for crafting inspiration, but it feels like a lot more. This chart seems like part of a missing answer to the question “how does this all fit together?” Considering the leyline portion of the book is in the Crafting section for some reason, my guess is that there was supposed to be a much more in-depth crafting system that utilized the energy types from the leylines more explicitly. This book just contains SO MUCH that feels like it should all work together for something but in the end the crafting system just doesn’t utilize it at all. It is one of those instances of there being a noticeably shaped puzzle piece missing.

The second gripe is what rules there are in the book. The crafting system is interesting in some ways. Using an expanding and retracting pools of d6’s to beat a DC that would normally face a d20 roll is a good way of doing things, I think, if non-standard for 5e D&D. The flaws and gains are interesting, too, and work well with the d6 system as listed. But the system is mussy and self-contradictory. Step 4 says to make a standard d20 based proficiency check adding your d6’s from before but the previous steps and the example afterwards only use the d6’s. Step 4 also mentions the GM calling for additional rolls to increase or decrease your d6 pool but gives no guidance on how many of these rolls should be made. My guess is that some of the DCs listed in the Appendix would have come into play here but got removed for some reason. Then there is the Sapper class which has zero special abilities until 2nd level. (At least I assume – there isn’t a leveling chart of the class anywhere.) And their main power is to create explosives which they have recipes for but there is no information about what explosives or where these recipes come from. Later in the book is a list of equipment including explosives, mutagens and such that are listed as things the sapper can make but you have to guess that that is what these are for. Especially since the equipment section of the appendix say these are perfect for all who wish to “make a bang on their adventures”. The fact that there is no pricing or rarity listed for these items hints that they aren’t actually for sale and are actually class features for the class listed 30 pages back. There are also 23 pages of tomes, sample books characters can find. Why they are in this book I’m not sure since they aren’t particularly dwarven or geological in any sense.

Finally, the book’s organization. In some ways the organization of the books is useful for sussing out what was supposed to be here. For example, the Crafting the Earth chapter begins with leylines, is followed by the actual crafting rules and then followed by descriptions of ores, metals, crystals and gemstones. At face value this seems nonsensical but if you assume the leylines were supposed to play a much bigger part of the crafting rules it makes a lot more sense. Similarly, the chapter on mining begins with a list of fossils that don’t seem to relate to anything and then all the mines. I’m guessing maybe the fossils played a part in terms of the rules for running a mine. I’m not sure. The organization just feels sort of arbitrary. The Children of the Earth chapter foes from description of the clans to the dwarven conlang to the adventures to a list of special locations to the new classes. The cities are listed under the mining section (which, I guess is called “Hollowing the Earth” but a number of the cities are above ground…) And lastly the maps for the mines, cities and adventures are all crammed into one section of the appendix, two maps per page. It is inconvenient enough, but the maps are tiny for what is on them, especially the cities. I’ve got the page blown up to 110% and I still can’t read the text in the legends. The images don’t extract properly from the PDF, either, so there is no separating them out.

Conclusion I’ve ragged on this book a lot but that’s mainly because I saw so much promise in it. The premise of creating a fantasy geology and a dwarven culture that goes around it is fantastic and the actual geology part is very well executed. I love the creativity involved. Maybe the book would have been better off being a system neutral reference instead of trying to cram half-baked 5e rules in there? I love what this book wants to be so much, but it just feels like it either got murdered in editing or trying to expand out into places it didn’t need to go. Overall, I can’t recommend it for the price.



Rating:
[3 of 5 Stars!]
The Mineralogy Manual
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Miracles & Wonders: The Definitive D20 Guide to Divine Magic
Publisher: Adamant Entertainment
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

Now this is how I've always felt divine magic should be handled. Since when did the prophets of old have to memorize spells? The system may be a little too open ended for some, but in a role playing heavy game it is ideal. I could see doing away with divine spell casters as a class all together with this system and making divine magic something open to all devout characters. Well done, and the public domain art works well too. :)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Miracles & Wonders: The Definitive D20 Guide to Divine Magic
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E.N. Critters - Ruins of the Pale Jungle
Publisher: EN Publishing
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

Some neat beaties in here - I really hope I can get a chance to use some of them. No chance to check the crunch, but the flavor seems great.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
E.N. Critters - Ruins of the Pale Jungle
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City Guide: Nautical Necessities
Publisher: Dark Quest Games
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

I hope any further books in this line don't follow this trend. The shops are laid out more like adventure sites than role playing resources like in previous books. While I understand this is handy for people intending to rob these places, it makes it a bit harder to use for general "I need a shop NOW" purposes. The shops themselves are very entertaining, though. I'd love to have seen them in on fashion.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[3 of 5 Stars!]
City Guide: Nautical Necessities
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Blue Rose - The Roleplaying Game of Romantic Fantasy (True20)
Publisher: Green Ronin Publishing
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

The setting I can take or leave. The rules they use to establish a feel for the setting - these things I can steal. I think I've been looking for a game like Blue Rose that isn't exactly Blue Rose to run for my group. I think I can effectively make one now.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Blue Rose - The Roleplaying Game of Romantic Fantasy (True20)
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Buy the Numbers
Publisher: S.T. Cooley Publishing
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

Very interesting concept - exactly the kind of thing I was looking for, actually. The only problem I have is that the wordy layout makes it a pain in the butt to root through to find the actual rules. A one or two page "Here's all the rules you need" bit at the end would be great for handing out to my players.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Buy the Numbers
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Class Spell Cards I: Sorcerer/Wizard
Publisher: The Other Game Company
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

Haven't had much of a chance to use them, but the one player who did get a chance loved them. I can see how they'd get a little on the crazy side late in the game, though.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Class Spell Cards I: Sorcerer/Wizard
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Deadly Games
Publisher: EN Publishing
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

Eh. I found the crunch to be marginally useful but the setting/concept behind it reminded me too much of Irendi from Mystara (plot device for getting you in a dungeon setting). Still, dropping a 15th level character down a 150' razor lined spiked pit and hearing him lie still and whimper at the bottom was very satisfying and almost worth the price of admission alone.<br><br><b>LIKED</b>: The traps that were lethal to even high level characters.<br><br><b>DISLIKED</b>: The setting and central concept of it.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[3 of 5 Stars!]
Deadly Games
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The Book of Distinctions & Drawbacks
Publisher: Cryptosnark Games
by Chad I. [Verified Purchaser]
Date Added: 05/20/2005 00:00:00

Reviewed this once on ENWorld - review is gone, now though. In short - the best, most complete merit/flaw system for d20 I've seen. The new version is more concrete in how it is supposed to be used and lends itself a bit more to min/maxing in the "standard" mode, but still just as useable as before. And as before, more Taints please!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
The Book of Distinctions & Drawbacks
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E.N. Guilds - Banking Guild
Publisher: EN Publishing
by Chad I. [Verified Purchaser]
Date Added: 03/30/2005 00:00:00

Not bad. Nothing ground breaking but a useful little book for giving a general idea on how banking would work in a fantasy setting. A surprising amount of story generating material, too. (Whose job is it to recover the body in a Raise Dead life insurance contract?)<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
E.N. Guilds - Banking Guild
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0one's Blueprints: Hill of Many Dungeons
Publisher: 0one Games
by Chad I. [Verified Purchaser]
Date Added: 03/15/2005 00:00:00

If you're looking for your own Caves if Chaos, you've got a nice start here. Classic design (ie, fun & functional over realistic) would make for a good low level adventure site.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
0one's Blueprints: Hill of Many Dungeons
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GRIM TALES: Mass Combat
Publisher: Bad Axe Games
by Chad I. [Verified Purchaser]
Date Added: 03/15/2005 00:00:00

This gives you exactly what it says it will - a generalized mass combat system. It reminds me of the old OD&D War Machine, but with more options. Good for those wishing to get some use out of all those PC followers without resorting to wargame combat.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
GRIM TALES: Mass Combat
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0one's Blueprints: City of the Dead
Publisher: 0one Games
by Chad I. [Verified Purchaser]
Date Added: 03/15/2005 00:00:00

This wasn't quite as useful as I thought it would be - the large graveyard map takes up most of the space and the rest of the tomb maps seem kinda like a let down. I guess I was hoping for more.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[2 of 5 Stars!]
0one's Blueprints: City of the Dead
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**removed**
Publisher: EN Publishing
by Chad I. [Verified Purchaser]
Date Added: 02/21/2005 00:00:00

Not terribly useful. The problem with d20 Modern is that any game you run will be so genre specific in nature that pre-generated scenarios are next to useless most of the time. I haven't found a single use for this product yet, but that just may be my group's style vs. d20 Modern.

In addition, some of the material was so bare bones that it was more qualified as a story hook than an encounter or "quick-shot". The presentation of the scenarios didn't seem terribly helpful, either.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[2 of 5 Stars!]
**removed**
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Novice to Master
Publisher: Heathen Oracle
by Chad I. [Verified Purchaser]
Date Added: 02/21/2005 00:00:00

Very flavorful classes, if a little odd or muddled in the mechanics here and there. If you're looking for something to fill a specific niche within a game world, this may have what you're looking for. I wouldn't reccoment just tossing it in as options for any game, though.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Novice to Master
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