BIAS ALERT: I am a RPGNow Publisher (Mad Kaiser Games). I normally don't like to comment on other products for this very reason, but felt compelled to do so in this case.
This tiny book starts with a great premise, reminding us of the associations of smoking with casual, social activities and great works of fiction that feature memorable smokers. Naturally then, we expected there to be original creations to enhance role-playing in more casual situations and a fairly focused look at pipe-weeds.
Instead we were provided with:
- A list of 9 poorly-named (IMNSHO) 'mundane tobaccos', each with a brief and uncreative description that generally associates the particular tobacco with a PHB race. Are these all various species of a parent tobacco plant? Are all smoking-weeds called tobaccos? If so, why? Why do so many subterranean races smoke terranean tobacco? What are the effects of these various 'tobaccos'; negative, positive, minor, major, long-term or otherwise? (no nic-fits, no coughing, no calming effects, not even a Charisma Penalty for brown teeth or smelly breath?) Are there any other smokable herbs, weeds, fungi? How can these various domesticated 'tobacco' plants be identified? What is the Craft Skill & DC to prepare the raw plants for eventual smoking? How long is a mundane 'tobacco' going to remain fresh before perishing and becoming unsmokable? How much easier is it to track a pipe-smoker by scent? How long does it take to smoke a given amount of tobacco? What happens if you ingest a given amount of tobacco? I have dozens more unanswered questions about in-game smoking, as would anyone seriously considering using this book. Most of this junk could fit on one or two pages.
Even with the rules that are covered, I noticed that the author is hesitant to establish clear definitions:
Quote: {Although tobacco keeps better when it is moist, it is usually better to let the quantity
you plan to smoke dry a little beforehand.} How long? Any special containers needed for this stuff?
Quote: {In dry climates a piece of potato or apple or orange peel helps keep the tobacco moist, but don?t let the fruit go moldy.} Why not? Is it poisonous? Do magic tobaccos get ruined if let dry?
Quote: {In general it will take at least a minute or two to properly prepare the tobacco and then light the pipe.} What!? How long does it take to prepare and light a pipe!?
D&D is a game and needs hard rules. Can I come up with this crap myself? Sure, but then why do I need to buy this book?
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3 totally unnecessary Feats that could easily be replaced by amending the core Craft Wondrous Item and/or Brew Potion Feats, the Alchemy Craft Skill, or a balanced 3rd Party Open-Game-Content Herbalist Skill. Lame.
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3 mediocre low-level spells. Lamer.
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3 (count them) magic pipes. Three @#$%ing generic magic pipes. So very lame.
- Five lists of SRD spells that have been relabeled as Magic Tobaccos. That's right, NOT ONE ORIGINAL MAGIC TOBACCO! We are told that magic tobaccos are not meant for combat, yet here is a smoke that casts expeditious retreat. So roughly 2 minutes after fumbling with a pipe, my character can move expeditiously. In the 2 minutes (maybe) it took to light my pipe, an elf just Ran(x3) 900 feet. Lame beyond words.
The only thing that saves this disappointing pamphlet from a one-star is a smattering of creative role-playing advice. As-is, this stuff would make for better message board fodder than a serious supplement. Am I expecting too much from a PDF? Am I expecting too much from $1.85 product? Your call.
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