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this is a very unique subclass, and I give it five stars inspiration and general concepts. From a balance perspective, however, I'd have to rate it a bit lower, about average for the homebrew subclass. I don't want to give away too much actual detail, since the subclass is not PWyW, but I will elaborate a little in general.
For example, when the class grants a bonus spell at level 3, it gives the ability to modify the spell in one way that maintains the power level of the spell and adds flexibility in the casting, however, it adds another ability that might actually push the spell to a higher spell slot level... so I would suggest making casting as a third level spell and choosing to use that option instead of additional damage as a balancing factor.
As for the level 14 ability, there are things I really like about it and things that are a little too much for an ability at that level, IMO, especially in the matter of the saving throw DC. The DC should be the Bard spellcasting DC, rather than the result of a roll on a check that the bard is almost guaranteed to have Expertise with. There is another aspect of that ability that I find to be a little over the top, but I can't really go into that without giving away a little too much about the subclass, IMO.
I've got to go with 4 stars, because I don't feel like it fully hits the 5 as is, and $2 is a bit pricey for 1 sublass. DEFINITELY worth a look, though, if the concept grabs you.
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Creator Reply: |
Thanks for your thoughts! For the 3rd level Piercing Resonance feature, I think the fact that the stun potential is always there could be a little too strong—I'm considering making that more limited. However, if you compare to the College of Swords 3rd level features, I think you'll find that bards get quite a lot at 3rd level and buffing this one spell is no more powerful than the blade flourish options.
Regarding the level 14 ability, I hear you about the DC—I went back and forth on that, but ultimately went with the result of a roll because I wanted the quality of the performance to matter for flavor. This is also an ability that's mostly social, doesn't do any damage, and doesn't have a lot of use in combat, especially since most high-level enemies will have Legendary Resistances.
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I've been teaching my 12 year old daugher to DM, because she wants to start a game for her friends. She wanted an introductory adventure, so I bought her this one based on the feedback and reviews. She loves the adventure, and can't wait to run it for her friends. She ran my wife and I through it as practice, and not only was it fun, but she had no difficulty with the adventure at all... it really is the perfect introductory adventure for D&D 5th Edition.
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This is a fantastic idea, adequately executed. I feel like some of the Challenge Ratings might err to the high side a bit, especially among the greater beasts, some of which seem a rather weak for their CRs. Unlike many supplements that try to lure in readers with great art but not a lot of real substance, this supplement focuses on its intent rather than being "pretty," which is to its advantage. Even if it requires a little tweaking from a DM to bring the CRs up to speed, its a fantastic resource deserving of a look.
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Another solid supplement from Scott Holden. As I said in my review of his Elves doc, the NPCs herein are very dwarven flavored, so they it's not easy to swap out the race of the character, but if your PCs are visiting a Dwarven city, this is a must-have. I look forward to seeing more from this author.
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I felt this one was a but pricey, but that's the only bad thing I can say about it. I'd give it 4.5 stars if the system would let me. A solid resource that fills in some gaps in the MM, and it would be very easy to just slap a race onto any of these NPCs to make them unique and flavorful. A great resource... just wish it was a bit cheaer or a bit meatier for the price.
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Solid supplement, and very elven flavored. Unlike the MM, though, these are so flavored that a DM can't easily swap in another race for most of them. Still, a valuable resource if you're a DM that's either too busy or too lazy to create them yourself... of which I am a little bit of both. heh
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The idea of coupling a short list of super villains with several mini-adventures, combining aspects of the many V&V supplements that have come before, was a good one. Unfortunately, "Menagerie" doesn't quite do the idea justice. The majority of the villains are all min-maxed to be high-Agility/high-initiative and high hit point powerhouses with a decidedly large number wielding Power Blast attacks.
As for the mini-Adventures, the first of the selection, "This Nut's Not Sweet," is the closest thing to an interesting, balanced encounter in the book, It's amusement value is the main reason for the second star in the rating. "The God of the Lost Valley" and the mini-campaign "World Under Siege" are nothing to write home about, but there are some more-balanced villains in the two adventures than in the first half of the supplement which could make interesting adversaries for player characters.
The art is not bad, though it doesn't quite measure up to many previous V&V supplements. The maps are nice, as is the quick-view table for Illusions B solid energy constructs, though that same table can be found in the superior (if not brilliant) "Always Outnumbered."
Overall, it's only four bucks, so it's not a huge waste of money, but the content is inferior to a lot of what has come out for V&V lately, and at a similar price point.
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As a long time player and game master of Boot Hill, a fan of Deadlands, and more recently, a fan of Aces and Eights, I have to give major kudos to Wild West Cinema. Spectrum Games has taken the Wild West genre and simplified it into a clean, fast engine with a cinematic style that puts you right in the middle of a Spaghetti Western. You'll almost be able to smell the thin coat of greasepaint that's turning caucasian actors into Indians, hear the annoyingly-goofy laugh of your side-kick with a silly name, and taste the harsh bite of homebrewed whiskey from the local saloon just before the rest is poured into your gunshot wound so the doc can sew you up. If you're sick of over-complicated mechanics trying to realistically portray the grit and grim of the Old West and just want to have a roarin' good time, I strongly recommend this game! One of the finest examples of what small press can produce.
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If you're a fan of "Firefly", "Serenity", or both, this is a must-have. If you're just a fan of good RPGs, it's definitely a "should-have."
I purchased the PDF version of the game after buying the hardcover so that I'd be able to carry the book around in my pocket, and after looking at the PDF, I don't regret the expenditure. This version of the game is nearly as beautiful as the actual book.
The system is simple and relatively easy to pick up and play. There are a few rules that might take some time to master or even remember, but most of these are details that can simply be dropped for ease of play if that's your style. I'll also admit that I love the complete absence of the d20 from the game. That die is just a little too random for my tastes.
The rules aren't always laid out in the best possible manner. There are a few things I've needed to track down and bookmark. But for the most part, it's pretty easy to find things in the book.
One of the best things about the game is its customizability. It provides for three levels of inital game play, allowing players to make a crew of rookies or epic heroes, depending on the Gamemasters desire. The advancement system is also highly manageable, allowing for the Gamemaster to ensure that things don't get out of hand.
I've heard some complaints that the game is "one of those where you use your experience points in game or to advance", and it is, but so far in our Campaign, I've seen little to no effect on game balance amongst the players.
Overall, the game system isn't perfect. But I've yet to see one that is. It is, however, very customizable. The setting couldn't be better (Joss Whedon's 'verse is well worth visiting), though I'd recommend watching at least the movie, and preferably the entire, short-lived sereis if you haven't already to really get the feel for the setting.
The PDF is clean, pretty, and easy to read. This is one of the best RPG products to be released in 2005. I strongly recommend it.
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