TLDR: An impressive players book of 20k playable classes for a heroic style game awaiting its other half - a game master’s book with monsters and more.
First, this book should be understood to be a player’s guide - it does not have monsters or gamemaster material in it. It also defaults to the ancestry of human, though many more will come out later.
Having covered what you don’t get, let’s discuss all the things you DO get:
A slightly streamlined (compared to 5e DnD) d20 and d6 based fantasy RPG. It uses a boon and bane system of good (additive) d6s - you only take the highest one. Banes are similar but hurt your rolls. This elegant mechanic takes a lot of weight off the system. He does with 4 abilities what some games require 6 to accomplish. Modifiers make sense, a 10 is a +0 to rolls, 13 is +3, 8 is -2. You do not need to memorize a table, just take 10-the stat to get the modifier. Spellcasting does not use slots, the spell you choose specifies how many times you can cast it. There are only 3 categories of spell power. There are no feats, most of your cool options as a player come from class, which is extremely innovative and leads to a high degree of replayability and theorycrafting if that is your joy.
If you are used to his previous work, Shadow of the Demon Lord, the big differences are a new luck score (basically roll a 10+ on a d20). This is used in a variety of situations, like shrugging off spells or seeing if you can cast or use a potent talent again. Weapons have traits far beyond damage that differentiate them, making them feel different. A critical with a bludgeoning weapon makes your target vulnerable until your next turn ends for example. Spells are divided into Novice, Expert and Master for each tradition - making selection easier on players. The sometimes crude dark or juvenile humor from Demon Lord is excised but some spell effects are still a bit darker than 5e. Tonally I feel this game fits in between the PG DnD and R of Demon Lord, its PG-13 but nothing that would make me cringe over reading to mom. Overall, my sense is these player characters are far less grim and desperate and much more heroic compared to Demon Lord. They have more margin of error and will not die. Starting at level 1 helps as well. This feels very tonally similar to DnD. They also have inherent traits like defense based on class selection and get bonus damage just because they are dangerous. Do not mess with a level 5 fighter, he might kill you with that pen he is holding! The already great Demon Lord initiative system is even further streamlined, making play a nice combo of fast and tactical..
So let’s tally what you get in the game:
23 traditions of spells, like Alchemy, Chronomancy, Technomancy, Teleportation and War. Spells have about 6 novice expert and master spells, so that’s about 414 spells in total.
4 novice classes (for levels 1,2 and 5) these are your classics: Fighter Mage, Priest, Rogue
42 expert classes (for levels 3, 4, 6, 9) in categories of battle, faith, power and skill
121 master classes for levels 7,8 and 10 in categories of arms, gods, magic and prowess.
The class design is the main selling point of this game. There are NO prerequisites for classes. This is one of the few games you can play a Rogue Juggernaut Cryomancer. Some quick math reveals there are 20,328 class combinations in this book. That is without the customization of spells or (eventually) ancestries. This leads to a huge degree of replayability because as a player there is ALWAYS a class combination you have not tried out.
This book is a great buy, my only caveat is you might hold off until the Sage book with monsters comes out to pick it up since right now it is half a system - maybe you want to get started reading the rules though. Overall it's a GREAT buy. Highly recommended.
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