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Everyday Heroes™ Core Rulebook
Publisher: Evil Genius Games
by will s. [Verified Purchaser]
Date Added: 12/17/2022 13:38:34

I can't wait to play this game. Every character class is dripping with flavor, and I really like the way they incorporate background and profession into your character build. Many of the new rules options add to the excitement, from the extensive rules for chases to the simple action of Dive for Cover.

The design of this game was inspired by d20 Modern, but ironically, I never really liked d20 Modern. In that game, the six core classes were bland and redundant with your ability scores. Everyday Heroes has six core archetypes, but each of them has a very unique ability, and the classes within them are anything but bland. The excellent artwork doesn't hurt, either.

So if you like the idea of a modern-era RPG that is (mostly) compatible with 5e, you should definitely check this one out.



Rating:
[5 of 5 Stars!]
Everyday Heroes™ Core Rulebook
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The Runewild Campaign Setting
Publisher: Sneak Attack Press
by will s. [Verified Purchaser]
Date Added: 09/18/2020 23:26:03

Runewild is the perfect blend of folklore, fairy-tales, and D&D. All the familiar D&Disms are there, with an otherworldly twist. The magic of the Runewild feels truly magical -- mysterious, dangerous, yet rewarding if you can unravel its hidden rules.

The book itself is excellent, providing a sandbox experience that does a great job of keeping the party moving. For example, many random encounters encourage the PCs to head towards a specific location to explore, and there are quests that take the PCs far and wide. I really, really want to run this campaign.



Rating:
[5 of 5 Stars!]
The Runewild Campaign Setting
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Tactical Maps: Adventure Atlas
Publisher: Dungeon Masters Guild
by will s. [Verified Purchaser]
Date Added: 03/29/2019 19:09:50

This product is amazing.

  • Well laid-out and easy to use, with very clear connections between the text and the maps. Follows 5E conventions very well.
  • Includes monster stat blocks in the back for monsters that aren't in the MM (I think most of these stat blocks are from Mordenkainen's Tome of Foes and Volo's Guide to Monsters).
  • Adventures of all levels.
  • Nicely balances creativity versus utility. In some products like this (such as Mini-Dungeon Tome), each mini-adventure tries its hardest to be creative and interesting and different. That's cool and all, but it can make those adventures harder to drop into an ongoing campaign. Adventure Atlas has some really creative environments, but by providing four different adventures for each environment, they've ensured that each environment can be used in multiple ways.

I wish I could get this as a softcover. I would slip it into my folder of Tactical Maps, and that folder would become my "Fourth Core Rulebook."



Rating:
[5 of 5 Stars!]
Tactical Maps: Adventure Atlas
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Creator Reply:
Hey thanks for the review. Your wish for POD will (soon) come true!
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Monstrous Races
Publisher: Dungeon Masters Guild
by will s. [Verified Purchaser]
Date Added: 01/04/2018 13:48:25

Full Review on ENWorld

Monstrous Races is clearly a labor of love, showing the sort of dedication and forethought that helped make the RPG hobby what it is today. I'd gladly welcome it at my table, warts and all -- and I say this as someone who's generally skeptical of sketchily-balanced third-party supplements.

I love the concept of monster PCs and I'd like to allow them at my table, but they are difficult to integrate properly, by their very nature. There needs to be a discussion with the group about both the mechanical and role-playing aspects. It's almost too daunting a prospect to even try.

Monstrous Races does a fantastic job of starting that conversation and framing it constructively. Sometimes a player might want more than the racial traits presented here, in which case, Monstrous Races is a starting point for figuring out what the player really wants and how to give it to them. Other times, a player might be happiest playing a monster on a more superficial level, and enjoying the benefits of class levels like a regular PC -- in this case Monstrous Races already has what you need. And while no such system could ever be balanced exactly right, the races here are definitely close enough to get you started and get playing without a ton of up-front work and negotiations.

At the current price of $3, this document provides a tremendous value. I'd call it a must-have for anyone considering a monster-heavy campaign, or even just interested in the subject of monstrous PCs.



Rating:
[5 of 5 Stars!]
Monstrous Races
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Homeward Bound - simple rules for player-owned base
Publisher: Dungeon Masters Guild
by will s. [Verified Purchaser]
Date Added: 02/15/2017 11:43:27

I really, really want to use this in a campaign, which is the highest praise I can give any product (and is really the only thing that matters, right?). Many adventures and campaigns feature a sidebar or even a few pages about setting up a home base for the PCs -- this does the opposite, presenting the home base first, and then building adventure hooks and even campaign ideas around it.

The product describes the home base (the Sleeping Manor) and the surrounding area, but not in very much detail, which makes it easy for the DM to insert the Manor into any setting. Instead of detail, the focus is on how the PCs interact with the Manor -- what they can do there, what kinds of problems and benefits arise from Manor ownership, why they might want to improve the Manor, etc. This is the kind of stuff that drives game-play.

I especially appreciate how compact and efficient the rules are -- instead of dwelling on complex formulae and bookkeeping, you simply earn gold on a monthly basis, and pay gold to upgrade the Manor for various benefits. This allows the product to spend its space on what the upgrades are and what they do. Likewise, there are monthly random events that can happen (some good, some bad) and they are presented in a straightforward and rules-light manner.

I'm only giving 4 stars because, although I love the framework provided here, the specific HQ (a country manor with magic windows) isn't my first choice. I would LOVE to see a follow-up product with a few alternative home bases (an urban guild-hall, a keep on some borderlands, a large inn at a major trade crossroads, etc.), building off the material presented here.



Rating:
[4 of 5 Stars!]
Homeward Bound - simple rules for player-owned base
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