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A great tool, and as someone who does a lot of prep work on their computer, the fact that it loads without needing any other prerequisites is awesome.
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Essential to have on hand for any cyberpunk or dystopian game. Great tables for generating ideas, themes, characters, and events.
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This is the front page of my binder from now on. If something is missing from my DM screen, I know it's in here.
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Do you need a tiny little spellbook that makes it easier to track your spells? Not really. Is it awesome? Absolutely. Plus if your class is one that has a smaller selection of spells like the Ranger, it's much better than printing off a full sized sheet for tracking spells.
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It's well written with many of the feats explained what was changed and why, but anyone who decides that every existing feat in the game needs to be inspected and redesigned isn't someone I see eye to eye with and this book is just full of that. Author notes break up the flow of the document, but it all feels very nit picky.
So if you've looked at the feats in D&D so far and said "yeah, that's not QUITE good enough yet", maybe this is for you but it certainly isn't for me.
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If you're looking for an armor/weapon supplement that makes 5th edition's armor/weapon tables more like 3rd edition? Then you found it!
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A good guideline when writing about characters, but there's far too many options to use while in the middle of a game. That's fine, it's still a great resource.
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A collection of feats varying in power and balance. There's a lot here that my players would love for me to say yes to, but there is a lot here which would get a no. For example, Blade Master gives your "bladed weapons such as a sword or dagger" the ability to count as a magic weapon for the purposes of overcoming resistance. AND it pops your stat up by 1, AND if you take a long rest, you can increase the weapon's damage die (d6 -> d8). That's too much in one feat. And that's just one example.
Of the 20 feats, I'd probably allow 5 of them.
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Creator Reply: |
Thank you for the feedback! Taking a look at some of the feats again I agree that they may vary in power but that is the case in most feats even those included in the official sources. Take for example a look at the Blade Master feat you mentioned: At first glance it might appear to be a huge advantage when really it is not that powerful but rather opens up the option to choose a blade wielding character even though you might have no luck in finding a magic weapon in the course of your campaign that fits your desired style. The ability to overcome damage resistance is something each melee class that does not depend on a weapon gets by default (see: Monk or Moon Druid) so choosing a feat to open this option up for one particular class of ordinary weapons is not that impressive. The same goes for the increased weapon die which might look like much but really just increases your average damage per attack by 1, a little more if you are critting, which is not that impressive either. One of these advantages even becomes useless if you ever find a magical blade that fulfills your desire to wield bladed weapons so it seems fair to get an ability score increase by one point to counteract the fact that you might have taken a feat just to increase your damage per round by an amount equal to your proficiency score further down the line.
I hope that clarifies some of the thought put into the feats. They really are just designed to open up options in generating the characters you or your players are trying to build and realize in their heads. |
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For someone who misses templates from 3rd edition and feels 5th could use some more, this book has 10 new templates: Angelic, Clockwork, Fiendish, Formorspawn, Ghostly, Krakenthrall, Riftwarped, Topiary, Vampiric and Zombified.
Additionally, most of the templates come with optional components that let you customize the creatures you create further. For example, Angelic has "Divine Blessing", which lets you pick one of four abilities. Each template comes with a pre-templated creature (the aforementioned Angelic is an Angelic Half-Ogre).
Overall, the templates that made the most sense (Angelic, Fiendish, Ghostly, Vampiric and Zombified) were ok, giving me exactly what I would expect when making such a creature. Clockwork is great, turning a creature into a construct. Formorspawn is ok, focusing on the Formorians and their allies becoming sort horrible monstrosities but we have plenty of those so I can't see using it. Krakenthrall I like in statistics but from a narrative it's odd. I feel like maybe it'd be a good warlock patron but regardless it is still statistically viable. The far realm rules the riftwarped (why not "Cthonic"? I'm not sure) giving you weird lovecraftian nightmares. Finally topiary gives you plant creatures.
Overall, great book and one most DM's can use.
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A CC0 project with plenty of high quality art, in medium or better resolutions, ready to be used in your next product or campaign. Perfect.
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It's great in terms of what it provides, but it makes me realize that there are so many more emblems and flags of the realms that we just never get to see. Anyway the artwork here is well presented and organized and for free there's nothing to complain about.
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A pretty and functional character sheet, although one that's hardly "optimal", I prefer something more eyecatching anyway. If you're looking for a sheet that crams as much as it can in, look elsewhere.
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The author of these books continues to provide very quality content sourced from a wide variety of places. If you've looked at their Chult Factbook, you'll know what to expect here. The author could really use some chapters, rather than allowing content to run into itself, but you'll find the geographical information of the region followed by factions and peoples, which leads into the history of the region. Then the high forest is broken down into smaller zones, each describing how it differs topographically and how the factions local to those regions act. Finally some monsters round out the book and while all this sounds good, I'm not sure the High Forest was a good pick for this format. Chult is a very diverse area physically, but the high forest is far more homogenious.
That being said, this is still and excellent product, worth the price and only held back by requiring more editing and polishing but I understand that can sometimes be a pain in the butt.
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Introducing 4 new mechanics, the Divine Blessings set is interesting. I've rated it four stars, but in the right game this could be a five star product. Piety is your renown with a particular god. Devotion is like inspiration, intended for limited use. Chosen of the Gods would be a narrative thing, given the powers they provide. Lastly, a series of new spells that use an entirely different system for DC (in this case, 10 + your piety).
It applies these mechanics to 18 of the Forgotten Realms gods, including Asmodeus, Bane, Chauntea, Gond, Ilmater, Kelemvor, Lathander, Myrkul, Mystra, Oghma, Selune, Silvanus, Sune, Talos, Tempus, Torm, Tymora, and Tyr.
So this is a very crunchy book. It's very full of rules and whenever you add rules to something, it makes it difficult to balance vs the other players. Characters that choose to embrace the faith, will have more options than those who do not and that can't be easy to balance. That being said, I honestly believe none of the piety abilities will be problematic. The devotions are awesome, providing new chances to earn Inspiration.
So the Chosen, which is a big thing for the Forgotten Realms, are powerful abilities and I would be very cautious to allow these into your game. They'll obviously only be used when it makes sense to grant a player these and shouldn't cause you too many problems.
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The lifepath system from Xanathar's Guide gets it's own sheet, a useful resource if you enjoyed that system. I did.
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