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Xanathar's Lost Notes to Everything Else |
$19.95 |
Average Rating:4.5 / 5 |
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My players love a lot of content from this table. They especially like the crit hit and crit failure tables - as well as some of the other tables. I even used this table with some other trinket tables to create a silly D1000 table of random junk players can find. It's silly!
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100% this is one of the most consistently useful pieces I've ever grabbed from here. Every page of this supplement is useful to me. (Even the adventure, which i specify because often times i do like to homebrew even modifications to the official modules. So, this is a great starter to get your players to level 3 for your campaigns so they can feel like "real" characters). The magical items are interesting without being overblown or gamebreaking. Very utilital. The tables for the DM section are what i came for and everything else in here is just icing on the cake.
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Nice quality print of the full colour softcover version. (and arrived by post timely). The content fits seamlessly into Xanathar's guide to everything. The mini-campaign is a great bonus. The (optional) sanity and Corruption rules are a nice extension.
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At first I thought this supplement was okay, but after looking at it closer, it has an inexcusable amount of balance issues in its subclass additions. It seems that no thought at all was put into whether the classes would actually be playable or multiclassable or not—only that they sound like cool concepts. There's a bard whose only ability is opening traps. There's a cleric who gains advantage on death saving throws at level one. There are unnecessary and nonsensical cross-classes like a spellcasting barbarian, a rogue wizard, and a religious rogue. There are abilities that are ridiculously overpowered (for example, "You can use a bonus action to make a Perception check to notice hidden enemies. If you notice one, you can move up to half your movement speed and make an additional weapon attack against that target with advantage and an additional 2d8 damage dealt to it." I'm not an expert class designer, but anyone can see that these are absurd and not much thought was put into their balance or even use at all.
I was also turned off immediately by the number of typos in the piece, as well as the clunky organization in some places (the feyblood race lists "advantage on saving throws against being charmed" in two separate places, and the "critical hits" bonus rules are listed under "Character Options" in the table of contents rather than DM rules) and a lot of the sections just seem unnecessary. For example, the critical failure and critical hit tables go on about variations of the same mechanic, such as pushing the target 5 feet away, 10 feet away, and 15 feet away; pushing the target 5, 10, and 15 feet away but knocking them prone, etc., and cycling through the various conditions in the game. I think those types of critical failure effects could be easily made up on the fly—there's little point in making an entire table for effects as uncreative as they are. I guess I just expected more.
The magic items are hit-and-miss—Some are pretty inventive, while others (like almost all the subclasses) seem somewhat juvenile in their ideation.
The backgrounds were somewhat underwhelming, as was the new feyblood race, and the sanity and suspicion rules are needlessly complex, especially for 5e; I did like the list of story items and the death and returning rules, and the lingering injuries bonus rules were somewhat underdeveloped, but inspiring.
I cannot recommend this, especially for its high price. I was deceived by its professional outer appearance and judged a book by its cover, and regret purchasing it for how little I got out of it.
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Abseloutly love it. its a must have for the shelf and for your laptop. With tons of additional archetype options, baeutiful art. Its a must have.
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The print on demand option is fantastic, this made for an excellent supplement at my table. The archetypes range from "middle of the road" to "woah, it can do WHAT?!" without ever being over or under powered. The adventure was perfectly timed for me, as I was running Tomb of Annihilation, but that won't be the case for everyone. The new backgrounds were fine, although some of them seem to imply your character has a FAR more interesting background than suited for a 1st level character.
My only negative impression was the optional rules. They're... not elegantly designed. It's fine, but nothing I'll be using personally.
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This is by far one of my favorite supplemental downloads from the DMs Guild. The content is thoughtfully designed, has some incredible ideas, and contains some of my favorite new Subclasses. More recently a couple friends and I were picking through the content and we really love the Fey Race, Fey Origin Sorcerer (which echoes the Divine Soul concept, but with Druidic spells and abilities), the Beguiler Wizard (which is a more wizard-y Trickster Rogue, complete with a balanced and well designed "sneak attack-like" cantrip feature), and the Divine Herald Rogue subclass (a Clerical based arcane trickster). Loved all of them and looking forward to discovering the other subclasses. Oh and the critical tables were super fun to implement!
The Divine Herald class design also got me thinking a little bit about some future content ideas. Like the half-caster Paladin is akin to the Cleric and the half-caster Ranger comes from the Druid, I would love to see something in the future that considers more combinations like that. For example, what about an arcane half-caster? And a druidic Rogue type or Fighter 1/3 caster that takes advantage of wildshape for sneak attacks or melee damage.
But what comes with this book is extensive and pretty impressive on it's own. Thanks for creating content that both excites me and makes me think creatively!
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This was a very interesting and fun addition to my D&D game. It contains quite a bit of differnet character options, good solid ideas for how to run the game and otherwise just has some really intriguing ideas to it.
Now, it is a rather costly product, 20$ being perhaps more than some people are prepared to pay for a D&D supplement. And I will not presumeto say if it is worth it or not, that depends on a lot of personal viewpoints etc.
What I will say is that I personally enjoy this supplement and think that its additions are welcomed and fun, I especially liked the idea of having a barbarian caster (even if I'd never play a barbarian) I enjoyed the fact that it was an option.There is also a dead background and a slew of other interesting things.
Now, that said, the character options and other items in the book aren't perhaps as extensively playtested and balanced as the materials that Wizards of the Coast produces, which is quite understandable. It is however quite good and in my optinion not that difficult to slightly alter it to perhaps be more balanced or to fit into your game.
All in all, I thoroughly enjoy the items and options that this complement brings, but can you live without it? Yes, I think one can, unless you're particularly enamoured by at least a few of the options in the book, prehaps it isn't for you. Simply because of its price being what it is, you should at least feel like the options provided on the items page are interested.
A good item, I enjoy it, just make sure that you check the headlines of what's in it and feel at least a little interested by a few of the things before aquiring.
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The content itself is good at first look...
but then the editing and blance mistakes start up, and keep going, and going, and going.
I feel bad for anyone who buys a print version of this, it's not a not print-quality product.
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I bought this for both my home campaigns, and Adventureres League.
There are some balance issues with certain abilities, which may or may not have made it through a traditional publishing/playtesting model. They are however quite fun.
The included adventure is interesting, but the oversight on player rewards like money and items is glaring.
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Bought the product and I will say that I enjoy most of the class options. Some are entirely unplayable such as the monk path of attonement or the divine herald.
There are rulings such as this
"If you succeed, you can immediately roll any number of Hit
Dice and regain hit points equal to the result"..so I can roll 100 HD and heal to full.
For the most part there are a lot of solid class options and nothing is inherently broken, though some abilities do seem powerful, but nothing trully game breaking. The grammar needs to be reviewed and many of the classes should be simplified in their explanations.
I want to give this pdf five stars but the grammar would need to be fixed first.
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This supplement was worth every penny. Even just a handful of the archetypes here would have probably been worth the full price for me, and I got a lot beyond that! Everything is well-written and the bits I've tried have felt well balanced. The Runeguard is the archetype I've played around with the most and it is a blast! The combination of runes is fun and my decisions feel weighty. On top of that, the Runeguard definitely has its own distinct flavor. The Chaos Armor and Chaos Weapons are definitely fun DM tools for sowing a little anarchy. And that's without even touching on the adventure and new creatures! Awesome.
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This feels so much like an old school suplement and I found that the classes are all fairly ballanced. I love most of the magic items too!
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Solid production. This is a great addition to my DND arsenal.
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Really nice companion to Xanathar's guide to everything. I especially love the new options for barbarians, bards, and druids, and the urban dryads. The art is absolutely gorgeous, too. I'm looking forward to the corrections in the errata, but overall this is a solid, indispensible addition to my virtual D&D shelf.
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