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Tales of the Elder Days-Rules of Play
Publisher: Moss Games
by Cory H. [Verified Purchaser]
Date Added: 03/23/2020 15:02:24

When I play fantasy RPG I'm looking for the right mix of crunchy, by which I mean some level of detail and complexity in the rules, and fast play. This has exactly what I like. It doesn't feel like some games where everything is the same mechanic but with a different name, like a fireball and lightning bolt do the same damage with the same range and same casting cost but "look" different when played. That's not this game. Spells in this game progress nicely with some really awesome effects as they improve in power.

The lists of lists is an awesome resource for the GM and players. Origins, traits, spells, gear and magic items all in handy tables. This isn't Shadowrun where you have to look in six different books to figure out how your character works.

The core mechanic works great for this setting. Tests are resolved quickly but are still very unique to each character with the boons and flaws, the bumps, kinks, crits and botches. Leveling up proficiencies and vocations gives a cool way to further make your character your own.

The best thing about the combat system is it just makes sense. The action economy works well with the way that traits are tied to the action types. The inventory system of readied gear makes it where your characters need to think about what they want to use, not like other games where a character seemingly always has everything they need within arms reach. It's fun to put some thought into how to kit out for a particular mission and having limits encourages good gaming. Combat is fast, even at high levels, and doesn't grind on and on like in some D20 systems. There is plenty to like here with combat options that are fully realized including clear rules for grappling, different types of damage based on attack type and healing that feels fantasy-real.

I love how this game uses consistent terms that mean the same thing. You ever play a game and they use a bunch of words that are all interchangeable but they don't make it clear so its confusing? Like roll, test, challenge, task all mean the same thing? This game does not do that. Every spell, every weapon, every stat, all the gear use common terms that mean the same thing every time. Its a beautiful thing.

The book itself looks great. The art is fantastic and adds to the layout perfectly. Headers and footers are nicely done. Pages are laid out nicely. You can actually search this thing and find what you are looking for. The table of contents is clear, the layout is logical and the appendicies give you everything you want in a fantasy game. Superb work!



Rating:
[5 of 5 Stars!]
Tales of the Elder Days-Rules of Play
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Tales of the Elder Days-Resource Pack
Publisher: Moss Games
by Cory H. [Verified Purchaser]
Date Added: 03/23/2020 14:59:11

Ok, this is just too cool! A perfect companion to the core game. Bag of Holding reference sheet, oh that makes my life so much easier as a player or GM. The stat block cards are great for having NPCs at my fingertips, whether they be followers for the PCs, random citizens or random denizens to encounter. Character generation is explained simply and easily in the core game but the reference sheet here is awesome, in particular having all the spheres and paths of magic in easy to follow charts. Character load out sheets give you the expected stat blocks but having the readied gear and magic items (especially the bits labeled in red that are great reminders that you need the additional traits to use) are awesome and for a player like me I love getting to strategize how my gear and items might play out on the adventure and being surprised when the GM has something sneaky and fun up their sleeve. The character sheet is busy but has everything you'd want on it, but I can see how experienced players and GMs may make some adjustments there and I look forward to seeing what the community might come up with. The potion reference card is a brilliant idea and as a player I've already used it to make sure that I get the best bang for my buck between buying a potion vs buying a scroll for the same spell. Every player is going to have this potion sheet handy, I guarantee it. Having all the spells listed by sphere and tier was the most handy thing I had for leveling up my caster. It kept me focused on getting the things I wanted as I played the game. The spellcaster sheet is where I kept all my notes on my spells, like ranges, number of targets, etc. That saved a lot of page turning when playing the game.

All in all a great suite of tools for players and GMs alike! Plus they look cool. The colors, fonts and layouts make them easy to read and easy to use at your game table.



Rating:
[5 of 5 Stars!]
Tales of the Elder Days-Resource Pack
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World War II Heroes - Players Guide
Publisher: SteelMagic Studios
by Cory H. [Verified Purchaser]
Date Added: 03/21/2012 14:12:09

Seems like a good system for WWII realism and appears to fit in nicely with other d20 modern games. That said my biggest issue is that the game introduces a new feat named Battle Indoctrination, but there is no description of the feat. Anyone know what this feat is/does? Please let me know.



Rating:
[4 of 5 Stars!]
World War II Heroes - Players Guide
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