Unlike other Dozen book series, this one is the least recommended from my point of view. Some downsides:
- Has very little to none narrative that inspires creativity and the "objects" (not spell components) are very generic and common (i.e. a torch)
- It attempts to be system agnostic but it is strongly D&D
- Out of 5 paragraphs in average for each idea, 4 of them is meant to be rule-mechanics, only one parragraph is narrative
- I was expecting Spell Components, but this is not about components, it is about mechanical effects for crafting items?
Overall the focus is a bit blurry on this one, as it tries to go agnostic and mechanichs loose yet most of it is concrete percentage amounts or 1d6+1 durations or 2d6s damages. It should either decide to be a mechanichs book or a fluff book, but not both, imho! as it achieves none.
Artwork and presentation are amazing like usual.
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