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"Potions" for D20 Modern. Not as flashy, though, they change the drinker/imbider, giving them enhanced abilities for a limited time. <br><br>
<b>LIKED</b>: It's good guide to build some other alchemy-type serums for a Modern game with more fantasy elements, but not completely a fantasy setting. Does that make sense?<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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The problem with most rpg witch books is, which witch archetype to focus on? Why choose? This pdf serves up a whole pack of witch-flavored classes to play around with. I can easily imagine a whole setting based around using these as the only available classes. <br><br><b>LIKED</b>: Favorite class: Crescent Flyer. The broomstick flying witch. They're an organization. I can picture a whole platton of wicked witch of the west types, pointed hats, black capes flaring out behind them, as they swoop down on their opponent. Wow!<br><br><b>DISLIKED</b>: Moon Dancer abilty, Prance Prance Revolution? Now that's just silly.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Some delightfully wicked devices that look like they'd be at home in a fantasy steamworks setting, or a setting where undead figure prominently (at least, that's what I'm using them for). Make a sequel to this, another Dozen Necro Machines.<br><br><b>LIKED</b>: Much more interesting than yet another collection of necromantic spells. These fun toys are for everyone to play with! It only will cost your soul. (heh heh heh)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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I wasn't sure what to expect when I bought this, but I'm glad I did. An interesting take on the current magic system, but using the same casting mechanics. I like what I see so far, I know I'm going to get the whole set, bit by bit. <br><br><b>LIKED</b>: The Devolutionist is a neat class. It has various abilities to make up for it's limited spell selection. It works as a whole.<br><br><b>DISLIKED</b>: The only thing I think is missing is a shorter, prestige class version of the new class. That way it could be dropped into an existing setting even easier. Also, some guidelines as to adding new spells from other sources, but I guess that's more of a judgement call on the DM's part than anything else. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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Creator Reply: |
Thanks Christopher! Hmm, some food for thought there. A prestige version... Bears thinking about. Will see if something comes together when I am building the compilation down the track. As to the guidlines for adding new spells, you are right, it is a judgement call for individual GMs based on what spells they are adding. I balanced the base srd spells out as best I could between the colours, and when adding new spells it would be very easy to add a spell set that would significantly change the number of spells for one colour over the others. This in turn could unbalance the base classes for each of the Chromatic Mages by giving some greater spell variety, a restriction that they each feel quite significantly in playtest. Having said all that, I will be including some design notes and some other magic style concepts that you might find interesting, that came up during this work, in the compilation as well. More as that all comes together, of course. Thanks again, and warm regards, Evan. |
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A pretty good set of versatile rules for mini wargaming. <br><br><b>LIKED</b>: It's generic enough that you can mess around with it, and create pretty much any sort of army.<br><br><b>DISLIKED</b>: The only downside is, no one's heard of it. It's hard to find people willing to try it out. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Creator Reply: |
Thank You for your comments and input Christopher. I hope you have been able to mesh your homegrown rules with this ruleset. That was our intention. Change it and tweak however you want, let me know how some of your battles go. Be sure to check out Version 2.0, as Version 1.0 is what you commented on. It is formatted better, and incorporates all the supplements' material. Thank You again, we appreciate the input. |
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BUCKETS of goodies for a DM to use to tinker with his setting. Plenty for players, too; new uses for skills, new feats and spells. It's a book for everyone! <br><br><b>DISLIKED</b>: The only thing I think is missing is an alternate fighter type class. I could easily use the alt. classes presented here as base classes, exept for that. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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A very interesting variation on a spell-point using magic system. Build your own spells from points, combine different effects to put it all together. Put in some time making enough spells, and a DM can have a unique spell list to give to his players.<br><br><b>LIKED</b>: The versatility. You can whip up just about any spell you can think of with this. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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I like this concept, co-operative feats that require more than one PC with the feat to pull off. Has this been done before? If it hasn't, it's about time then! Adds an extra element of strategy to combat. How about a sequal that does something similar with magic/magic abilities?
<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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Add some metal muscle to your fantasy steamworks game. Neat little set of rules for some more proto-cybernetic devices. Highly recommended.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Think outside the pseudo-Medieval box! Excellent for adding fantasy steam technology, at various tech levels, to a typical fantasy campaign. <br><br><b>LIKED</b>: The various types of steam engines. Even within the fantasy steamworks setting, different levels of advancement are possible, opening up a fantasy arms race to see how can develop (and keep!) new technology. Well, that's what I plan to do with it.<br><br><b>DISLIKED</b>: The art could be better. Not bad, as is, though. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Neat little book for adding a bit of post-apocalyptic maddness to your game. Great even just to plunder and use a bit here, and a bit there. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Metal men seem to be "in", in fantasy, no? A versatile, modular mechanical man race that can be used as PCs or NPCs. They have an ECL, so they're better to start off, as PCs, at higher levels. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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A neat little thing to inject some extra "pow" into a modern era game, without it becoming a full on fantasy. More like borderline sci fi, in fact.
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Very interesting, this is. With a few tweaks, this can become a flexible system that can be used IN PLACE of the book standard core classes. But then, I like mixing things up. :p
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The best way to use this, I think, is in conjunction with Monte Cook's Arcana Unearthed; adapt this to the runethane class, and you're good to go!
At least, that's what I plan on doing with it. :)
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