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Wilderlands of High Fantasy Guidebooks (Print) [BUNDLE]
Publisher: Bat in the Attic Games
by Jareth J. [Verified Purchaser]
Date Added: 02/20/2022 21:26:48

Note: this is a review of the printed maps, not the contents of the maps themselves.

For a base price of $48.92, you get eighteen map sectors across thirty six posters. the overarching map is absolutely enormous; taking up a massive 108" by 72"(9 feet by 6 feet) total size if you laid it all end to end, thats bigger than the largest tournament supported Warhammer 40k table! Each hex is a 5 mile area which means this map is a staggering 154,440 square mile area, that's larger than the entire state of Montana! (or a little over half the size of texas) Each part of the 18 sections of the map are represented by two posters that have a 4 hex overlap to help you keep track of where you are when you are moving poster to poster which is super handy if you don't have them in a binder.

A noteable feature of these maps is to me that these are hex-crawl ready, with numerated hexes that are just begging me to play a nation sized wargame across them. couple that with the vast array of different terrains to help guide your creative mind through and the descriptions of sweeping woods covering mighty mountains and deserts that vanish into the distant horizons will keep a dungeon master from ever going bored.

I love this collection of maps, If not for the amazing illustration of this classic D&D setting, then for its sheer size and weight, i find it to be well worth the price. although i will note that for the best effect please go and get the printed versions of the guide booklets also done by Bat In The Attic Games, paired together they are truly the essence of old school D&D.

I put the entire collection of posters into an architect binder ordered from north west to south east and presented that to my players who, like me, were absolutely astounded and now want our next campaign to take place in the wilderlands.

Now if you'll excuse me, i have to go explore the Holy Cities in search of ancient treasures beneath the desert lands



Rating:
[5 of 5 Stars!]
Wilderlands of High Fantasy Guidebooks (Print) [BUNDLE]
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Creator Reply:
Thanks for taking the time to write this and appreciate the compliments.
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Madness Cards
Publisher: Rising Phoenix Games
by Jareth J. [Verified Purchaser]
Date Added: 02/06/2022 00:29:25

I don't know where to begin, this deck of cards is like pure gold. Do you need a way to spice up your encounters so your players fear what goes bump in the night? With these cards you can have your players undergo short, long, or indefinate madness for whatever you personally desire. i recomend having them roll saves against creatures that'd normally have a person fearful, such as; Abberations, powerful undead, seeing demons in their dreams, or other horrifying things. i won't spoil what these cards can do, i read one of them and wanted to stop reading so i'd be just as suprised as my players; but i read them all anyways so i'd be able to write this review.

The art on the back of the cards is great, an old school vector skull that has a slightly shifted image of itself, and surounded by a simple boarder of the lunar cycle that is shared on the front and back. the layout of the cards is simple and easy to understand. Flavor Text, Short Term Madness, Long Term Madness, & the ever important Indefinent Madness. All the effects are fun and flavorful, their are thirty unique cards with three effects each for a grand total of 90 flavors of madness and im frankly supprised how diverse and interesting the implications of the effects are. the Short and Long term madness are very mechanical, things like becoming frightened of X or having to use your action to attack Y, and the Indefinent Madness is usually a more role play oriented thing that the players must abide by, anything from "I love Killing" to "The Dead Suround Me Like Ghostly Shadows"

Overall i highly reccomend this deck of cards, especially if your players are willing to play to the role that the cards induce, i can assure that they will get much use at my table.



Rating:
[5 of 5 Stars!]
Madness Cards
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Adventurers Backpacks Equipment Cards
Publisher: Troll Lord Games
by Jareth J. [Verified Purchaser]
Date Added: 02/04/2022 21:31:25

These are cards are amazing. thirty some odd unique backpacks that are great for players to use as a gear refference, or for a Dungeon/Game Master to use as loot off a corpse they hadn't planned on dying (Murder Hobos, am-i-right?).

I don't even know where to begin with everything good and great about these cards, so lets start with the foreknowledge that these aren't meant for any specific game mechanism so if your playing Pathfinder or D&D, you will have to houserule how some of these work, but thankfully its all pretty self explanitory.

Each bag has this quick release mechanism. so each of these bags have a Quick release clasp on them that lets you drop the bag over the course of 1 second on a Dexterity check of DC10, otherwise it takes three seconds. to me this means if you make the check its a free action, otherwise it's your character's interaction. and i find that mechanic to be something people don't really think about, cause normally, in reality that is, you'd have to stow your pack somewhere and reclaim it later otherwise the weight and bulk would throw off your fighting giving your enemy an advantage. its not something everyone would even use but its nice to see it thought about in this.

On that note, i like that each bag has a listed weight and cost. I play with encumbrance and its always good to see someone putting thought into the weight, capacity, and cost of things like bags and kits.

A lot of these have tons of small items that are great for their situations, as you'd expect, things like files and strings for mending, or oil and lanterns for exploration. you can use alot of these items in interesting way, bringing a lot of small mechanisms and fuel for ideas.

Each of these cards are also assosiated with a standard deck of cards' suit and rank in case all your players cancel and you need to play some solitare, or ya know, any kind of system that might require drawing a standard card.

All in all i really like these and hope they do a sequel, maybe like various tool kits; thieves' tools, cartography packs, brewer's kits, tanner's gear, and the like.



Rating:
[5 of 5 Stars!]
Adventurers Backpacks Equipment Cards
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5E Fantasy Backpack Cards
Publisher: Dread Unicorn Games, LLC
by Jareth J. [Verified Purchaser]
Date Added: 02/04/2022 20:41:44

These cards are a good start to a great idea; clear and thematically appropriate sketch pictures on the back of the card display the contents of each pack, the contents are listed clearly and concisely. The only thing i'd like more from these cards are listing the GP value of the pack and the Weight, but that's just me, i can just pen those in on the corners of the cards if it bothers me enough. i think these cards are fantastic and worth buying if you run a physical game, otherwise your players will not realize that they have more than the rope that comes with half of these packs.



Rating:
[5 of 5 Stars!]
5E Fantasy Backpack Cards
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5E Post-Apocalyptic Weapons Deck
Publisher: Michael Tresca
by Jareth J. [Verified Purchaser]
Date Added: 02/04/2022 19:40:28

I don't want to be to critical of these cards, they do have a load of good ideas im just not stelar about the rules text on the cards. I am actually going to start with the rules text before i go into what i like; Its confusing and needs to be deciphered in most instances, it doesn't follow the standard 5th ediiton terminology. To show you what i mean i will be quoting the Crystal Spear item which you can follow along with in the item's full sized preview.

After a small flavor text at the top we have the TYPE of weapon, which is "Melee Weapon Attack". that means nothing in the context of the item, its saying that its a melee weapon of course, i think this notation would better be used to emphesise the item's properties in the terms of being (Melee or Ranged) followed by (Simple or Martial) although for these maybe add (Futuristic, or Exotic) alongside simple and martial.

Next is the TARGET telling you that it is one creature. well this is nothing new, at least for Melee weapons in 5th edition, it doesnt belong on this card, its a weapon, and there is no nonmagical weapon that targets more than one creature to begin with.

Afterwards we have two of the three best text spaces on these cards with the PROPERTIES which all use the standard weapon properties from the 5th Edition Player's Handbook, and the WEIGHT which as a person who likes some form of encumbrance to track is a godsend for third party items, thank you so much for including the weight; i hate having to look up how much a chainsaw weighs in the middle of my sessions.

Next we have the only tag that really needs to be overhauled and that is the HIT part of the card; "13(3d8)+Wis+[Character Level x2] in radient damage. The target must make a DC15 Dexterity saving throw each round or be blinded (Save Ends)" This is the entire reason i wanted to start with the rules text, in the 5th edition there are two rolls you normally make in weapon combat, the hit roll and the damage roll. now to be honest most of my critisism is centered around how they list it as HIT but list the Damage and special effects of the weapon instead. originally i would complain that it say 13(3d8) but i realized as i was writing this review that this was done for the Dungeon/Game Master so they can give these weapons to enemy creatures without needing to role or do the math themselves as to the average damage. I honesly like the idea of these kinds of weapons scaling with player level, making them more deadly as they are for the most part temporary, as the next and final section explains. To round off this section however, i'd like to point out the effect text of this section. "The target must make a DC15 Dexterity saving throw each round or be blinded (Save Ends)" I understand that this is intended for the affected creature who fails the Dex Save to make that Dex Save every turn until it succeeds, on which it is no longer blinded; I'd have rather them properly finished the effect text in the way that 5e would have worded it " At the end of each of its turns, the target can make a DC15 Dexterity saving throw. On a success, the blindness ends." and while i'd personally write it to be a constitution save after they fail the Dexterity save (such as with the Blindness/Deafness spell) i respect their descision to make it Dex based.

Now for the final card section TECH CHECK (DC15) This details how if the creature rolls a 1 on this check the weapon becoms a +3 2-Handed Melee weapon with the reach property dealing 6(1d12) radient damage. i have no critisism about this mechanic, i love powerful items that don't last or that threaten to break when used, it's a great way to reward your players in the moment while not letting that item define their character. but i did lie and i do have one critisism, i don't know what a Tech Check is; When do i have them roll this check? is it once when they pick up the weapon? each time they use the weapon? is it every day at dawn? is it influenced by the Intellignece attribute? Is it a skill that one of my players can choose to have in place of something like survival, or arcana? it's really open ended and there isn't an insert in the deck to explain it.

Overall despite how much im beating up this deck of cards it's not because i dislike them, far from it, i love alot of these items and ideas more so than many of the offical magic items that have been printed by WoTC. i want to bring out the best that these cards have to offer, cause they have potential that is as of yet untapped. I'd love to see more like them.



Rating:
[4 of 5 Stars!]
5E Post-Apocalyptic Weapons Deck
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5e Arms Cards
Publisher: Menagerie Press
by Jareth J. [Verified Purchaser]
Date Added: 02/04/2022 18:44:40

These cards are as advertised, they have the damage displayed as dice of different colors and as written values. along with all the relevent propterties and ranges within reason (i can't expect them to put the special properties of how a Net or Lance works; if i wanted five paragraphs or rules text on a playing card i'd purchase some Yu-Gi-Oh cards). The weapon images are well done, and although some weapons share the same image, with the number of weapons and unique images i'm not going to complain (i actually got a chuckle seeing that the Club and Hand Crossbow were just scaled down images of the Great Club and Light/Heavy crossbows respectively)

I only have two critisisms, one of which is major and the other is minor.

The minor critisism is that the numbers of certain cards are laughably low (which i understand, its a 52 card deck, you've got to cut some corners and honesly i'd have had a hard time picking which get duplicates and they did an alright job choosing which get duplicates and don't, there are almost 40 Simple & Martial weapons). You only get one of each polearm that you get two of is the Javelin. I have spent alot of time learning medieval history and studying these sorts of things for my games and its not even Menagerie Press's fault, its more just modern fantasy representation putting an unrealistic light on swords, but; Polearms such as spears, pikes, and halberds were all much more prevelent than swords (which commonly took a role as a backup weapon), and i feel that you could have diversified which weapons are getting the duplicate treatment; has anyone ever had two players both choose the Maul? has any movie or book had two characters with a Maul? all im saying (and once again, this is just a super minor nitpick, i love these cards.) all im saying is that a second spear or pike would have been nice.

Now, after my small rant about unrealistic depicitons of weapons in modern fantasy, you might be wondering what that Major critisism is. well don't worry, its very easy to fix and will likely make you laugh, as i did, trying to convey this in a proffessional manner; The sling is depicted as a Slingshot, which is a different weapon, you even have it marked as a two-handed weapon, which is of course true of the slingshot, but a sling is a one handed ranged weapon - go ahead check the Player's handbook, it doesn't have the Two-Handed property, you see a proper sling is a strip of leather with a pouch for a bullet (a small stone, glass, or lead ball). one strip of the leather is tied around a finger on your hand, and your thumb presses the other side of the strip to your finger, you swing it around to build up momentum and release the one side of the strip and send the bullet flying. it was a very noteable weapon in history, even the Romans used the sling (as an auxilary weapon).

In conclusion i really enjoy these cards and will likely buy a second set, somewhere in the future, so i can have some extras of the weapons that come as singles in this set. As far as my critisisms go, i wouldnt take the number of which cards we get to seriously, it's fine. the only thing i'd like changed is the misprinted Slingshot on the sling card, as that is litterally the only actual thing wrong with them, every other rule and value is nailed perfectly.



Rating:
[5 of 5 Stars!]
5e Arms Cards
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5e Armor Cards
Publisher: Menagerie Press
by Jareth J. [Verified Purchaser]
Date Added: 02/04/2022 17:53:44

As advertised, these cards are four of each base Armor (and four shields) found in the equipment section of the 5th edition Player's Handbook. These are simple in design, but good if you want to intergrate a more card game equipment system. i do like these cards.

That being said i do have a few critiques;

  • Less experianced players might not know that Light armor adds their whole dexterity, while medium adds up to 2, and heavy adds no dex bonus; which is not reflected on the cards aside from being told which class of armor the card represents. (although with that experiance this isn't really required)
  • I play with encumbrance, so i would have liked to see the weight of the items on the cards.
  • Some of the armor reuses artistic assets and i'd have liked to see some visual diversity between them; For instance, you already did an amazing job with the difference between Plate Mail, Half Plate, and a Breast Plate. especially between the Plate Mail and Breastplate where you can see the visual similarity between the two designs, as if someone just put more armor on the breastplate to complete the set. i feel that you could diferentiate the Chain shirt and the Chain Mail by the mail having longer sleeves than the shirt, or showing the pants disapearing into the bottom of the card. (it'd also be easy enough to add Rivets onto the image for Studded Leather) - This entire critisism about the art only affects me, it's just nice to see at a glance which player is wearing which armor without having to stop and read; saving mere fractions of a second, like the speed runner we all want to be.

Overall i really like these and know they will go a long way to me realizing my dream of a Diablo/Munchkin style D&D equipment system. If Menagerie Press ever makes a version 2 with these small updates, i know ill be purchasing a copy of it.



Rating:
[4 of 5 Stars!]
5e Armor Cards
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The Solo Adventurer's Toolbox
Publisher: Dungeon Masters Guild
by Jareth J. [Verified Purchaser]
Date Added: 01/21/2022 13:24:45

Overall review: A usefull tool for any DM, solo or non, despite it being advertised for Solo play (of which this book is excellent for) it is the single most useful tool in improving imaginative inovative improvisation in a nicely formated package. You could run an entire adventure for regular play with the yes/no/maybe question system, combined with the quest generator, a table of five hundred expressive verbs to figure out the context of anything you'd like to apply it to, and my favorite part of the book; Chapter 13 is A functional NPC generator that gives you everything from Race and gender to the profession and economic status and how they feel about it.

Physical book review: The paperback is of highquality, with nicely printed pages. While a few strangely printed tables that continue one box onto the next page, or a few minor typos may bug me in the moment, i cannot fault the book because of how thorough and enjoyable of a tool it is, it truly is a toolbox and i eagerly look foreward to checking out the sequel.

Conclusion: Whether you are a Dungeon Master who wants to get better at improve, or someone who cant quite find a game to be a player in regularly, or BOTH. then this is something you need in your aresenal. I highly recommend "The Solo Adventurer's Toolbox" and suggest if you play solo to grab a journal and write out the conversation between yourself as the DM and yourself as the player(s).



Rating:
[5 of 5 Stars!]
The Solo Adventurer's Toolbox
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