Kingdoms of Kalamar Player's Guide Stuff

Mistwell

Crusty Old Meatwad (he/him)
I've probably already missed a discussion on this book, but since I didn't see it I figured I would start this thread (since it is one of the official WOTC licensed products).

What did people like and dislike about the book?

Here is my review, for what it is worth.

Divine casters - a ton of new stuff. I really liked the Channeled Abilities section. It adds both an interesting role playing aspect to divine casters, as well as neat new abilities that seemed fairly balanced. Similarly I liked the Temple Rank section, with powers and duties for temple membership. And finally, the domains section was excellent, and making the former Prestige Domains into just additional normal domains makes good sense (the prestige domain system introduced in Defender's of the Faith never really worked for me).

The feats section is massive, though I was disappointed by the amount of stuff that was repetitive of former products (though the combined official feats and spells lists in the appendix was a fantastic idea, and I was particiularly happy they referenced dragon magazine feats and spells there). There were plenty of new, interesting feats here however.

I was very unimpressed with the Prestige Class section. Virtually all of these seemed like good NPC's, but rotten PC classes to take. The new base classes were similarly uninspiring, with Shaman being so close to Druid as to be almost not worth a second thought, and Spellsinger seeming damn close to Sorceror as well (though I admit to not reading it very carefully, so far). A few of the other base classes looked interestng, but I have not had a good chance to read through them yet. In particular the Infiltrator and Bigand look good, and the Basiran Dancer does not.

The races section was fairly solid. Hobgoblins (and the half-Hob version) do deserve their own section, and get it here. Some of the more powerful races from FR that had level adjustments have been dumbed down to get rid of the adjustments (like Dark Elves instead of Drow), yet make them playable from 1st level still, which is a nice option. I like the combined Gnome section, but was disappointed the full Dragon Magazine inclusion of river gnome and arcane gnome were not there.

The magic items section is solid, but short. In particular I liked the Bracelet of Attunement and Bracelet of Secrets, which give a +1 DC to spells cast by the wearer for Divine and Arcane casters, respectively, for not much money. I can see these being added to spell-focus folk quickly.

The skills section seems fairly weak to me. With the exception of Pantomine, the entire section is either new uses for old skills, or new Knowledge, Craft, Profession, or Speak Language skills. Now not to say that some of those are not fun (particularly Craft: Poisonmaking, and some of the Knowledge combat-oriented skills), I just expected some more entirely new skills, rather than expanded old skills.

The Equipment wasn't bad. I like the Alchemical Mixtures, Herbal Mixtures, and Poisons sections (and on a related note, the new diseases were a useful addition as well). The slaves section seemed unnecessary, and the new weapons, armor, and ammo were acceptable, but not thrilling, and quite short.

The Fighting Schools section is a nice role playing touch, though probably will be used more often for DMs in a Kalamar setting than PC's not in a Kalamar setting (however the vast majority of this book is useful for folks playing in any setting). On a related note, the new combat options are a nice addition, though I wish there were more than just the 4 new options. I'm definitely going to try a Throw manuever next time I find myself with the advantage in a grapple.

The spells section was also well done, though again I was disappointed by the number of repeat spells from other official non-PHB supplements. Still, plenty of new spells to make me happy here, and again that combined appendix is quite useful. Scalable spells are also an interesting addition here, and make sense.

Organizationally, I was very disappointed. This book needed better editing. The decisions on splitting sections up were pretty rotten at times. Here is one of several examples: if you want to see what your converted greyahwk cleric can do with this book, here is what you may need to do: 1) Find your current God on a chart in one place, and track that to the equivelent Kalamar God. 2) Now go find that Kalamar god, in another chart, and look up their domains. 3) Now go find the domain section, and look up those domains. 4) Want to know the cannons of the church for your new god? That's another section. 5) Want to know about Temple Ranks for your new temple? Another separate section. 6) Decided to take the channel energy feat and want to know what Channeled Abiities your new church knows about? Yet another section. All of this should have been in the chapter titled Religion, and we should have had one big chart for all of it. I understand the desire to follow the PHB format, but when you start adding in this much new religion-oriented stuff, that system breaks down.

Overall I like the book, and I think it is well worth the $30 I paid. I will get as much, if not more, out of this book than I will out the of the Forgotten Realms book (assuming I play in neither specific setting). I just wish there was a bit more attention paid to editing and final touches.
 

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Crothian

First Post
Overall I liked it. As with many products there are a few things that I won't being using, but now-a-days that is as true for a wizards product as a non wizards product.
 

Lord Ben

First Post
I was disappointed in the dieties section. I wish there was a short section dedicated to each god, similiar to the PHB. A generic overview for a player new to the setting to read a page and half and get the general idea.
 


Mistwell

Crusty Old Meatwad (he/him)
Marshall said:
To all those who think FR is munchkin, I introduce you to the REAL Book of Munchkins. The KoK Players Guide.

Really? I didn't find it to be that way at all. What part of it did you find so munchkinish? I mean sure, it appeals to players (hence the title). But I don't think anything in there is unbalanced (at least not so far). I know it went through a hell of a lot of playtesting...
 


Mistwell

Crusty Old Meatwad (he/him)
I hadn't read that feat before. Yes, you are correct, that feat is unbalanced. Sure, I can see them adding a hefty bonus to the DC (since it is a difficult feat to obtain, and costly to use), but NO save? That's just silly. A 17th level wizard, for example, could magic jar a God (though they would still have to get through SR).

In fact, I think a better feat would be one that increases the DC of a spell by +2 for each additional higher spell slot you use to cast the spell. For example, Command is a first level spell. Casting Command as a 5th level spell, with this proposed metamagic feat, would increase the DC of the Command spell by +8. That's a big bonus, but it isn't irresistable.

However, I don't think one mistaken feat makes this book a munchkin's paradise.
 

Marshall

First Post
Mistwell said:


Really? I didn't find it to be that way at all. What part of it did you find so munchkinish? I mean sure, it appeals to players (hence the title). But I don't think anything in there is unbalanced (at least not so far). I know it went through a hell of a lot of playtesting...

Every Single one of the new classes(OK so maybe not their WIZ class)

The Basiran Dancer- Bard+1/2 the FTR bonus feats+Free Finesse+ Several decent special abilities

Brigand-FTR BAB+Full Rogue Sneak Attack+Evasion+UD+Decent Special Abilities

Gladiator-FTR BAB+2 Good Saves+Innate Spell Like Abilities+Wicked Damage Bonuses(Note: not the worst offender, but not balanced either)

Infiltrator-Single Class RNG/ROG/DRD/BRB combination- All the best of each class throw together into one, at least it doesnt cast spells.

Shaman- DRD with a Domain(Hey its almost balanced)

Spellsinger- The Abovementioned WIZ class, Just plain weak.

Some of the Feats should be Epic(Like the whole Commanding Presence chain)

etc, etc...

Give Kenzer time. If they ever get to even half of the source matl that FR has, people will look at Kalamar as munchkin heaven.
 

In defence of KoK Players' Guide, specifically Irresistable -

The "Irresistable spell" metamagic feat is nasty - no doubt about it. But IMHO it is at least fair at +4 to the base level.
I am not a munchkin, and sure as hell my players squaked when I threw an irresistable fireball at the monk & rogue. Players will always scream bloody murder and foul when a power/ability they see an unassailable is challenged (in this case, Evasion). Does anybody remember the multiple pages of the discussion in this very forum about Evasion and people losing it in certain situations?

And for those of you who do not have the KOK player's guide, the spellcaster must take Maximize and one other kinda-lame campiagn-created metamagic feat as prerequisites...and you still have to add +4 to the spell. And Irresistable isn't absolutely it's namesake. The spell only has the saving throw changed to "None". The creature still has its SR, creature type-specific immunities, pre-cast defensive spells etc. to defend versus the spell.

I threw an irresistable hold person against the fighter. Now, it is possible (but unlikely) that the fighter would have made the save but the NPC didn't want to take the chance. The spell effect is easily dismissed/suppressed however. Dispel Magic, remove paralysis and freedom of movement are all possible ways. Now, granted that an Irresistable Hold Person is 7th (Sor/Wiz) level and the closest "screw-you-over-type" is Otto's Irresistable Dance at 8th; however, Otto's is melee touch (I concede that over hold person's ranged targetting) and wholely unstoppable except by dispel magic (I will not count Anti-Magic since it stops everything). Irresistable hold person is just plain "good-for-the-goose-good-for-the-gander" once spell turning is thrown into the equation.

An irresistable fireball is less powerful overall when compared to a twice-empowered version (and maximized fireball is numerically only slightly weaker...but one level less too). Only the Evasion ability is really turned on it's head with the irresistable metamagic feat is added. Irresistable boils down to, functionally and numerically, +3 for maximize and +1 for the ability to bypass evasion. That +1 is like a silent dimension door in a silence field - useful in a situation where a spellcaster finds himself in such a cheesy trap (btw, if you haven't guessed, I find evasion a powerful ability and one that I think players take too much for granted...especially since all someone needs to do is take 2 lvls of monk or 3 rogue levels to get it).

An irresitable charm person is interesting. Sure, the first save is automatically failed, but if the enchanter forces the creature to do something wholely against his alignment, the creature gets a save to break.

Someone posted the irresistable magic jar earlier versus a god. Funny, but if the god doesn't have protection from good/evil/law/chaos already precast or permanent, he's daft. Not to mention, the magic jarring character has to beat such a powerful SR AND the other god's friends?!?!? It is a 9th level spell! It is supposed to be nasty! Not to be trifled with! Bad mojo! 9th level spells universally are supposed to be feared and respected.

I agree with everyone that irresistable is not for everyone. If you don't like it, as a DM you can refuse it and as a player you don't have to play in that campaign (or you can find the numerous usually low level spells that counter these metamagic-pumped monsters). I also concede that not every spell is balanced equally when using Irresistable (hold person vs fireball vs. burning hands) but they had to assign some number to it, and +4 seems right on average. If you can kill a character by polymorphing him into a fish and that is with a 4th level spell, what is wrong (except for the ignobility) of being irresistably held (7th level spell) and coup de graced?

I await your comments, but be warned I am wearing asbestos underwear :D .

We now return you to your regularly scheduled propaganda.
 

zorlag

First Post
Irresistible spell

Bleach... Irresistible Phantasmal Killer or Irresistible Slay Living anyone? Broken feat. If it applied only to damage spells it might be acceptable.

Z.
 

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