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This is the weakest of the three "core" A5E books by a long shot; if it didn't include the necessary Journey rules that govern many player characters' Journey abilities, it would be almost a complete wash. It's in this book that you can see most clearly that A5E does not live up to its stated goals of building out all three "pillars" of Fifth Edition (social, exploration, combat).
Like the base 5e DMG, this book contains sections expounding on the designers' philosophy of how a DM might create their campaign, things like player engagement, worldbuilding, cosmology, etc. To its credit, it spends a lot more time and energy on player safety tools than the DMG does and emphasizes player comfort and community -- a welcome addition in the hobby and something that Pathfinder 2e also did in its DM guidebook. It also contains the nuts-and-bolts information you'd expect in a DM-facing guide, such as a treasure and magic item compendium, information o...
Rating: [2 of 5 Stars!] |
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