Khur
Sympathy for the Devil
Initiative Round
Dark Legacies Player's Guide is the first book in a new d20 fantasy campaign setting by Red Spire Press. Between the color, perfectbound covers lay 144 black-and-white pages, only one of which is used for the OGL. Notably, a full-color map of the world, by Skeleton Key's Ed Bourelle, is bound into the book after the OGL--an extra, foldout page. The crew at Red Spire is small. Yuval Kordov wrote the book, which was produced by only five other persons (counting Ed Bourelle). The Dark Legacies Player's Guide retails for $25.95.
Red Spire proves you don't need a huge crew to produce a striking volume. The layout and presentation of the book are better than almost every other d20 company's, excepting the fine work of Super Unicorn. It rivals the graphic design of Wizards of the Coast, and would only be better if the typography didn't create gaps with unnecessary hard spaces between each paragraph and superfluous indents under headers. The typography is virtually perfect in each individual passage, however, with great page color and easy readability. Designers who copy fit by over-manipulating kerning, tracking, and font size should take a lesson here. The art is great, even if the humans tend to look largely the same within a given sex, and it's exaggerated forms (how do those guys wear such huge suits of armor?) add to the dark atmosphere of the book. Cartography is all but absent, with only the map at the end of the book, but it's a great map. Rounding out the presentation, Kordov's writing is compelling, and his editor (Duane Wheatcroft) has done a good job with the prose--only a few errors here and there and most of them very minor.
Dark Legacies is a macabre campaign set on Earth. It's not the Earth any of us know, however, but instead a grim, pre-industrial, low-magic setting limited to a Europe surrounded on all sides by the demonic realm of the Abyss. From complete subjugation to the Abyss, the world rose to see the sun again in an event called the Reversion--an incident attributed to a deific benefactor, Diehass, who is the basis of human religions. Religion holds an essential position of power in the setting, yet the Church is itself splintered into factions based on religious schisms and secular ambition. The forces of the Abyss themselves are such a threat that most mortals mass atop one another in sprawling megacities, and the storms on the edges of the known world mark the entrance to the Abyss itself. That plane threatens to swallow hope, and the world, at any time. In the middle ground lay normal mortals from a variety of races.
Most of these races are familiar. Despite an attempt to rename them, make minor changes, and give them a special place in the world, the majority of the races in Dark Legacies are mere reworks of those found in the Player's Handbook. The recognizable races (and their D&D counterparts) include humans, briggs (half-orcs), dwerofs (dwarves), eldrin (elves), and novags (gnomes). These peoples all have unique features that make good sense (such as the briggs' racial bonus on Intimidate), and it's arguable that they're essential parts of the book since they're part of the world, but the history of Earth places the origin of all these races as an "unknown." This latter fact only serves to make these races feel tacked on and unnecessary, while the cool changes require each to have a full description in the Dark Legacies Player's Guide, instead of being able to point to the Player's Handbook. The Dark Legacies versions are, in many ways, more gripping than their core counterparts. The space used to detail them is therefore tolerable, but may have been better utilized with brief, campaign-relevant changes only.
More than tolerable are the two wholly new races found in Dark Legacies--the assar and hybrids. Assar are scions of a race that rose to prominence above humanity when the Earth was still wrapped in the Abyss. They are inhuman and graceful, yet humanoid and mortal. They worship themselves only. The callous elegance of the assar is colorful and interesting, and their lack of significant weaknesses makes them a powerful race (+1 level adjustment, called ECL in the book). Unfortunately for the would-be player, the assar gain very little for their level adjustment, exactly like then poor hobgoblin in core D&D, pointing out again the real weakness of the level adjustment system. Hybrids--demon-blooded eldrin--should have suffered the same fate, because their +2 racial ability score adjustment, which can be applied to any one ability score besides Wisdom, will, in most cases, be granted to a score that is not balanced by the -2 Wisdom penalty. Hybrids are as appealing as a player race as the assar, made more so by their lack of level adjustment and the inevitably rich and miserable history such a character must have. Severe prejudice requires them to stay on the move or out of sight. A hybrid makes an ideal adventurer.
Adventurers need skills and abilities, and character classes provide those. Dark Legacies has no shortage. The setting eliminates the core bard, cleric, druid, paladin, ranger, sorcerer, and wizard on the grounds that magic works much differently on Dark Legacies' Earth. Only the barbarian, fighter, and rogue are retained, each in slightly altered form, with complete treatment in the Dark Legacies Player's Guide. Further, Kordov sees fit to provide a few new classes in the arcanist (demonic magic practitioner), lurker (rangerlike survivalist), priest (unique clergy), and soldier (unit-trained warriors).
Dark Legacies could have been more efficient in its use of the three core classes it retains, especially since this is a d20 book and not a stand-alone, OGL product. The changes to the classes are not significant enough to warrant the complete treatment each is given, repeating large swathes of core rules material. Briefer descriptions, with an eye to how the barbarian, fighter, and rogue fit into the Dark Legacies setting, would have been more appropriate and could have saved space for more unique or important information (or merely shortened the book).
The Player's Guide's new classes are interesting but possess many points that show the designer(s) should have been more careful when creating and judging the new classes. The arcanist and priest deserve their own analyses in relation to their supernatural abilities, but the lurker and soldier can be explored now.
The lurker is a ranger sans the divine connection to nature--she is a guerilla warrior and mistress of the wild. Many of the abilities of the class are quite appropriate and fun. A lurker is a deadly sniper, for example, reducing her penalty on Hide checks after making a ranged attack by her lurker class level. A 20th-level lurker snipes with no Hide penalty at all. She also possesses heightened abilities to cover tracks and move through the wilderness unhindered. It's the lurker's abilities to craft and fabricate certain items that leave the class wanting.
A lurker can inappropriately use the Survival skill to craft healing salves and poisons. Both are Craft skills, (herbalism) and (poisons) or (alchemy) respectively (though it does make sense to allow Survival to be used to find materials for natural salves and poisons). The latter ability to craft poisons is given a whole subsystem that is not only unnecessary given the parameters of the Craft skill, but it also allows the character to make poisons that are less potent than the craft skill might ultimately allow. In both cases, these abilities should have been dealt with as uses of the Craft skill and not made class abilities. Similar problems with the lurker's ability to build traps, but they have more to do with the weird way the Craft skill is used by the core rules to determine time taken to make an item than the design of the class ability.
Whether something should be a class ability or a feat is a major discussion when judging the viability of the soldier class. That judgment can be summed up in a simple statement: The interesting and viable class abilities of the soldier make better feats than class abilities, and the soldier should be a fighter. (The soldier's added skill points and logical skill additions make sense for the fighter, and could be added to the fighter class for Dark Legacies or via a relevant feat). In fact, some unit and tactical feats from Complete Warrior, such as Phalanx Fighting and Hold the Line, show how this might be done. The soldier class of Dark Legacies Player's Guide has too many abilities that stack too effectively when used with other soldiers (such as the 20th-level soldier's +5 on melee attack and damage rolls when fighting adjacent to just one other soldier) and not effectively enough or at all within a small tactical group like the typical adventuring party (likely to not have another soldier in it). Elite or specialized soldiers of specific Dark Legacies races or groups would make great prestige classes, but the soldier doesn't make a good class by itself.
Taken each by itself, the skills and feats of Dark Legacies are a mixed bag that favors the thoughtful and useful end of the range. Most of the skills are included because the needs and themes of the setting change the way in which a specific skill works. The only new skill is Preach. Only the inclusion of all the Knowledge skill prose that already appears in the core rules weighs the skill section down. The feats are likewise good and setting focused, with most centered on expanding the abilities of priests or increasing the efficacy of certain skills and skill uses. Exceptions to this goodness include Improved Dodge, which is simply miswritten (should be an additional +1 dodge bonus that can be split), and Signature Weapon, which grants a small bonus with a specific, individual weapon but is rendered useless if that unique weapon is lost. The jury is still out on Craft Demonic Item, which is impossible to wholly evaluate without the rules set to appear in the Dark Legacies Campaign Guide but seems too limited for a feat.
Expanded, though, are weapon, armor, and equipment options for Dark Legacies. The steam-tech world doesn't have ballistic weapons, but it does have unique arms such as the repeater--a crossbow that is built to be rapidly reloading and can be fired once per attack the character is allowed. Armor can be had in many (but not all) standard varieties and unusual ones actually like that bulky, ornate plate shown in the artwork (siege plate, +9 AC, -9 Armor Check). Dark Legacies also has some pretty good rules for piecemeal armor. Masterwork options are replaced by "masterpiece" options that allow you to build weapons and armor with differing bonuses on various levels, not unlike the options in Monte Cook's Arcana Unearthed. Equipment standard to most D&D campaigns is available, along with some unique items such as incendiaries (thrown or launched explosives) and crossbow-mounted, bullseye lanterns (though the user of this latter item takes a strange -1 penalty to attack rolls when the lantern is mounted to the bow or repeater).
The magic in the setting finds its source in the Abyss and is useable by all classes, though those dabblers from classes other than the arcanist are unlikely to acquire anything besides minor power or grisly death. Spellcasting is difficult, dangerous, and disturbing (to put it mildly). Spells are so rare that even the arcanist does not automatically learn them by progressing in levels, and casting requires a successful Spellcraft check, the DC of which is very high for any but the lowest level spells. Success with a spell still results in strain--damage which can take the form of nonlethal, lethal, ability damage, and/or ability drain--and taint, a corrupting force that inevitably leads to insanity or worse. Failure not only results in normal drain and taint, but can also lead to severe side effects that range from minor supernatural signs (the temperature drops for a moment) to utter annihilation. Veteran spellcaster players shouldn't plan on casting may of these spells quickly in combat either, because casting time is usually one round or (much) longer. Failing a Concentration check is very bad. Worse still, the material components and casting procedures for many of the spells are ghastly and certainly more adult-oriented than anything appearing in Book of Vile Darkness.
This point of adult orientation is so true, and must expand to include some of the book's other subject matter, that the producers of Dark Legacies may have done well to place some warning in the introduction and/or back-cover marketing blurb of the book. Adult players can take warning that this setting is not for the lighthearted gamer, and there's nothing wrong with that if your style has dark leanings. Sometimes the bleak and gruesome can be fun, and heroes often shine more brightly against a dark backdrop. Morality plays, religious duality and dissent, hope versus despair, temptation, corruption, abuse of power, spiritual decay, demonic possession, and sexuality all have a place in a game that attempts to portray a darkly fantastic reality--so long as the players of the game are informed, mature, and consenting. However, such themes are something of which parents should be aware and take time to judge for themselves, especially the gory and violent ones that take prominence in Dark Legacies. Lack of any concrete support for this factor is a strike against this product.
Another fault, though equally as slight, is that Dark Legacies claims to be a setting where combat is so dangerous as to be a poor choice. In fact, a section in the Player's Guide is taken explaining how to deal with combat and why it's wise to avoid it. The mechanics don't back up this perspective. Firstly, most of the classes find their significant niche in combat. Secondly, the setting uses altered clobbered and massive damage variants, taken in root form from those found on page 27 of the Dungeon Master's Guide. The Dark Legacies variants are more dangerous than the ones delineated in the Dungeon Master's Guide, but not much more due to the fact that the required saving throws in Dark Legacies are too easy to make, at least in relation to normal weapon damage (including critical hits and sneak attacks from lower-level foes). One must assume that the same will hold true for many monstrous adversaries, unless the setting is ridiculously overwhelming. For example, using the Dark Legacies variants, a character with a 10 Constitution must take 21 points of damage before his chance of being clobbered becomes statistically more likely than not. 31 points of damage begins places instant death in the same category. Effectively, and equally faulty with the DMG variants, these variants are only applicable to higher-level characters. Low-level characters will be dead before the variants ever become a factor, which simply makes no sense. A low-level character should suffer the potential of being clobbered or killed just as much as, if not more than, a high-level one. That's real consequence.
The fact is, though, that these little problems don't matter much. Dark Legacies still feels heavy and nihilistic, and probably would without any alteration to the combat rules. Red Spire has done a great job with the tone of this game. Novels based on the setting would probably be great, gloomy fun.
Critical Hit
The priest rocks. While it's clear that some of its elements are inspired by other sources, the class is one born of coherent vision and creative synergy (much like the atmosphere of the whole setting). The priest allows one to create a character that feels like a member of the clergy in a way that no core D&D rules have (with the possible exception of the cloistered cleric from Unearthed Arcana). The Preach skill and sermonize ability reinforces this feel and supernatural power solidly grounds it. The religious underpinnings of the setting are clear with the focus the priest class has, easily replacing the need for other divine classes.
A priest's abilities are firmly grounded in his conviction and ecclesiastical knowledge. The eight dominions, realms of knowledge that lead to true power, are cleverly constructed to provide an easy way to theme a priest. Add to this the holy Voice, an augmentation to the priests own voice that allows and increase in efficacy and range of speech-related skills and grants mystic abilities depending on which dominions a priest possesses. For example, a priest with the dominion of Purity can use the Voice to heal (in a way much less efficacious than core D&D healing spells) and rid a victim of disease, while a priest with the Dominion of Dominance can use the Voice to influence and even dominate others.
The only problem with the priest is that the class is probably too good. In granting every priest a choice of three dominions (in addition to the Piety dominion), there seems to be too much flexibility--especially since the dominions are clearly not created equal. Coupled with the ample benefits of the War dominion (increased base attack bonus, increased Fortitude saves, fighterlike weapon and armor proficiencies), the situation gets more out of hand. A priest with the War dominion stands out as superior to every other class in ability and situational adaptability, except in specific situations such as a wilderness trek or stealth mission.
For would-be looters, the priest and all related material are closed content.
Critical Fumble
The arcanist is an example of an attempt to make a low-magic setting in which the spellcasting class is one which nobody would take. The arcanist is a weak class to begin with, offering few significant abilities other than those that affect spellcasting. Add to this that spellcasting is too hard, not particularly useful in many aspects of the game due to time factors and other limitations, and offers a player character no reward that is significant enough for the price that character will have to pay for power. Insanity, persecution, and death are all that really await the arcanist. Such a tragic fool makes a great villain or antihero in a novel, and thereby NPC foe, but not a good player character--unless terminal practices are your thing. Some players, even adults, will have problems with the horrific nature of arcane magic even if they don't cast it.
A prestige class that offers significant spellcasting power over no more than 10 levels would have better served the setting. This means no character may begin play as a true spellcaster. The temptation and mysterious nature of arcanism would then be set in a place that requires dabbling in black arts and moving onto the dark road, reinforcing the thematic elements of the setting. Then, the arcanist would be a more viable PC with magic as an augmentation to other significant skills. Such a change might still require that arcane magic offer more tangible rewards such as, perhaps, immortality or transformation into a powerful outsider. Such a goal makes the awful path more palatable and more likely to interest even "good" persons who fear death and missing a chance at Heaven.
Coup de Grace
Dark Legacies is a great study in variable levels of success in game design. Its mechanics are clear and well written, but some of them fall short of the stated goal or actual requirements of the setting. The arcanist is an example, as are the variants to combat damage. As for Open Game Content, Dark Legacies clearly lists what is OGC, but can be confusing. For example, all mechanics in Chapter 6 relating to the magic system are open content, but the mechanics for Taint are not. That's clear designation, one supposes, but ignores the fact that Taint is mechanically integral to the full utilization of the magic system. Dark Legacies would be exceptionally original for today's marketplace if it had not fallen back on minor variations of the core races with no viable explanation as to how these races appeared on Earth. The playability of the book is generally as good as any other campaign, except for the fact that this one book is not the complete setting. The presentation is virtually as high-quality as it gets in this industry, and the book is worth its cover price. Whether one ever uses Dark Legacies for a campaign, it's a fun read and has more than a few ideas that can live on in other settings. Dark Legacies Player's Guide provides a base for truly dark fantasy, and you're in for a bleak and moody roleplaying if you dare its tainted pages.
Review originally appeared at d20 Magazine Rack.
Dark Legacies Player's Guide is the first book in a new d20 fantasy campaign setting by Red Spire Press. Between the color, perfectbound covers lay 144 black-and-white pages, only one of which is used for the OGL. Notably, a full-color map of the world, by Skeleton Key's Ed Bourelle, is bound into the book after the OGL--an extra, foldout page. The crew at Red Spire is small. Yuval Kordov wrote the book, which was produced by only five other persons (counting Ed Bourelle). The Dark Legacies Player's Guide retails for $25.95.
Red Spire proves you don't need a huge crew to produce a striking volume. The layout and presentation of the book are better than almost every other d20 company's, excepting the fine work of Super Unicorn. It rivals the graphic design of Wizards of the Coast, and would only be better if the typography didn't create gaps with unnecessary hard spaces between each paragraph and superfluous indents under headers. The typography is virtually perfect in each individual passage, however, with great page color and easy readability. Designers who copy fit by over-manipulating kerning, tracking, and font size should take a lesson here. The art is great, even if the humans tend to look largely the same within a given sex, and it's exaggerated forms (how do those guys wear such huge suits of armor?) add to the dark atmosphere of the book. Cartography is all but absent, with only the map at the end of the book, but it's a great map. Rounding out the presentation, Kordov's writing is compelling, and his editor (Duane Wheatcroft) has done a good job with the prose--only a few errors here and there and most of them very minor.
Dark Legacies is a macabre campaign set on Earth. It's not the Earth any of us know, however, but instead a grim, pre-industrial, low-magic setting limited to a Europe surrounded on all sides by the demonic realm of the Abyss. From complete subjugation to the Abyss, the world rose to see the sun again in an event called the Reversion--an incident attributed to a deific benefactor, Diehass, who is the basis of human religions. Religion holds an essential position of power in the setting, yet the Church is itself splintered into factions based on religious schisms and secular ambition. The forces of the Abyss themselves are such a threat that most mortals mass atop one another in sprawling megacities, and the storms on the edges of the known world mark the entrance to the Abyss itself. That plane threatens to swallow hope, and the world, at any time. In the middle ground lay normal mortals from a variety of races.
Most of these races are familiar. Despite an attempt to rename them, make minor changes, and give them a special place in the world, the majority of the races in Dark Legacies are mere reworks of those found in the Player's Handbook. The recognizable races (and their D&D counterparts) include humans, briggs (half-orcs), dwerofs (dwarves), eldrin (elves), and novags (gnomes). These peoples all have unique features that make good sense (such as the briggs' racial bonus on Intimidate), and it's arguable that they're essential parts of the book since they're part of the world, but the history of Earth places the origin of all these races as an "unknown." This latter fact only serves to make these races feel tacked on and unnecessary, while the cool changes require each to have a full description in the Dark Legacies Player's Guide, instead of being able to point to the Player's Handbook. The Dark Legacies versions are, in many ways, more gripping than their core counterparts. The space used to detail them is therefore tolerable, but may have been better utilized with brief, campaign-relevant changes only.
More than tolerable are the two wholly new races found in Dark Legacies--the assar and hybrids. Assar are scions of a race that rose to prominence above humanity when the Earth was still wrapped in the Abyss. They are inhuman and graceful, yet humanoid and mortal. They worship themselves only. The callous elegance of the assar is colorful and interesting, and their lack of significant weaknesses makes them a powerful race (+1 level adjustment, called ECL in the book). Unfortunately for the would-be player, the assar gain very little for their level adjustment, exactly like then poor hobgoblin in core D&D, pointing out again the real weakness of the level adjustment system. Hybrids--demon-blooded eldrin--should have suffered the same fate, because their +2 racial ability score adjustment, which can be applied to any one ability score besides Wisdom, will, in most cases, be granted to a score that is not balanced by the -2 Wisdom penalty. Hybrids are as appealing as a player race as the assar, made more so by their lack of level adjustment and the inevitably rich and miserable history such a character must have. Severe prejudice requires them to stay on the move or out of sight. A hybrid makes an ideal adventurer.
Adventurers need skills and abilities, and character classes provide those. Dark Legacies has no shortage. The setting eliminates the core bard, cleric, druid, paladin, ranger, sorcerer, and wizard on the grounds that magic works much differently on Dark Legacies' Earth. Only the barbarian, fighter, and rogue are retained, each in slightly altered form, with complete treatment in the Dark Legacies Player's Guide. Further, Kordov sees fit to provide a few new classes in the arcanist (demonic magic practitioner), lurker (rangerlike survivalist), priest (unique clergy), and soldier (unit-trained warriors).
Dark Legacies could have been more efficient in its use of the three core classes it retains, especially since this is a d20 book and not a stand-alone, OGL product. The changes to the classes are not significant enough to warrant the complete treatment each is given, repeating large swathes of core rules material. Briefer descriptions, with an eye to how the barbarian, fighter, and rogue fit into the Dark Legacies setting, would have been more appropriate and could have saved space for more unique or important information (or merely shortened the book).
The Player's Guide's new classes are interesting but possess many points that show the designer(s) should have been more careful when creating and judging the new classes. The arcanist and priest deserve their own analyses in relation to their supernatural abilities, but the lurker and soldier can be explored now.
The lurker is a ranger sans the divine connection to nature--she is a guerilla warrior and mistress of the wild. Many of the abilities of the class are quite appropriate and fun. A lurker is a deadly sniper, for example, reducing her penalty on Hide checks after making a ranged attack by her lurker class level. A 20th-level lurker snipes with no Hide penalty at all. She also possesses heightened abilities to cover tracks and move through the wilderness unhindered. It's the lurker's abilities to craft and fabricate certain items that leave the class wanting.
A lurker can inappropriately use the Survival skill to craft healing salves and poisons. Both are Craft skills, (herbalism) and (poisons) or (alchemy) respectively (though it does make sense to allow Survival to be used to find materials for natural salves and poisons). The latter ability to craft poisons is given a whole subsystem that is not only unnecessary given the parameters of the Craft skill, but it also allows the character to make poisons that are less potent than the craft skill might ultimately allow. In both cases, these abilities should have been dealt with as uses of the Craft skill and not made class abilities. Similar problems with the lurker's ability to build traps, but they have more to do with the weird way the Craft skill is used by the core rules to determine time taken to make an item than the design of the class ability.
Whether something should be a class ability or a feat is a major discussion when judging the viability of the soldier class. That judgment can be summed up in a simple statement: The interesting and viable class abilities of the soldier make better feats than class abilities, and the soldier should be a fighter. (The soldier's added skill points and logical skill additions make sense for the fighter, and could be added to the fighter class for Dark Legacies or via a relevant feat). In fact, some unit and tactical feats from Complete Warrior, such as Phalanx Fighting and Hold the Line, show how this might be done. The soldier class of Dark Legacies Player's Guide has too many abilities that stack too effectively when used with other soldiers (such as the 20th-level soldier's +5 on melee attack and damage rolls when fighting adjacent to just one other soldier) and not effectively enough or at all within a small tactical group like the typical adventuring party (likely to not have another soldier in it). Elite or specialized soldiers of specific Dark Legacies races or groups would make great prestige classes, but the soldier doesn't make a good class by itself.
Taken each by itself, the skills and feats of Dark Legacies are a mixed bag that favors the thoughtful and useful end of the range. Most of the skills are included because the needs and themes of the setting change the way in which a specific skill works. The only new skill is Preach. Only the inclusion of all the Knowledge skill prose that already appears in the core rules weighs the skill section down. The feats are likewise good and setting focused, with most centered on expanding the abilities of priests or increasing the efficacy of certain skills and skill uses. Exceptions to this goodness include Improved Dodge, which is simply miswritten (should be an additional +1 dodge bonus that can be split), and Signature Weapon, which grants a small bonus with a specific, individual weapon but is rendered useless if that unique weapon is lost. The jury is still out on Craft Demonic Item, which is impossible to wholly evaluate without the rules set to appear in the Dark Legacies Campaign Guide but seems too limited for a feat.
Expanded, though, are weapon, armor, and equipment options for Dark Legacies. The steam-tech world doesn't have ballistic weapons, but it does have unique arms such as the repeater--a crossbow that is built to be rapidly reloading and can be fired once per attack the character is allowed. Armor can be had in many (but not all) standard varieties and unusual ones actually like that bulky, ornate plate shown in the artwork (siege plate, +9 AC, -9 Armor Check). Dark Legacies also has some pretty good rules for piecemeal armor. Masterwork options are replaced by "masterpiece" options that allow you to build weapons and armor with differing bonuses on various levels, not unlike the options in Monte Cook's Arcana Unearthed. Equipment standard to most D&D campaigns is available, along with some unique items such as incendiaries (thrown or launched explosives) and crossbow-mounted, bullseye lanterns (though the user of this latter item takes a strange -1 penalty to attack rolls when the lantern is mounted to the bow or repeater).
The magic in the setting finds its source in the Abyss and is useable by all classes, though those dabblers from classes other than the arcanist are unlikely to acquire anything besides minor power or grisly death. Spellcasting is difficult, dangerous, and disturbing (to put it mildly). Spells are so rare that even the arcanist does not automatically learn them by progressing in levels, and casting requires a successful Spellcraft check, the DC of which is very high for any but the lowest level spells. Success with a spell still results in strain--damage which can take the form of nonlethal, lethal, ability damage, and/or ability drain--and taint, a corrupting force that inevitably leads to insanity or worse. Failure not only results in normal drain and taint, but can also lead to severe side effects that range from minor supernatural signs (the temperature drops for a moment) to utter annihilation. Veteran spellcaster players shouldn't plan on casting may of these spells quickly in combat either, because casting time is usually one round or (much) longer. Failing a Concentration check is very bad. Worse still, the material components and casting procedures for many of the spells are ghastly and certainly more adult-oriented than anything appearing in Book of Vile Darkness.
This point of adult orientation is so true, and must expand to include some of the book's other subject matter, that the producers of Dark Legacies may have done well to place some warning in the introduction and/or back-cover marketing blurb of the book. Adult players can take warning that this setting is not for the lighthearted gamer, and there's nothing wrong with that if your style has dark leanings. Sometimes the bleak and gruesome can be fun, and heroes often shine more brightly against a dark backdrop. Morality plays, religious duality and dissent, hope versus despair, temptation, corruption, abuse of power, spiritual decay, demonic possession, and sexuality all have a place in a game that attempts to portray a darkly fantastic reality--so long as the players of the game are informed, mature, and consenting. However, such themes are something of which parents should be aware and take time to judge for themselves, especially the gory and violent ones that take prominence in Dark Legacies. Lack of any concrete support for this factor is a strike against this product.
Another fault, though equally as slight, is that Dark Legacies claims to be a setting where combat is so dangerous as to be a poor choice. In fact, a section in the Player's Guide is taken explaining how to deal with combat and why it's wise to avoid it. The mechanics don't back up this perspective. Firstly, most of the classes find their significant niche in combat. Secondly, the setting uses altered clobbered and massive damage variants, taken in root form from those found on page 27 of the Dungeon Master's Guide. The Dark Legacies variants are more dangerous than the ones delineated in the Dungeon Master's Guide, but not much more due to the fact that the required saving throws in Dark Legacies are too easy to make, at least in relation to normal weapon damage (including critical hits and sneak attacks from lower-level foes). One must assume that the same will hold true for many monstrous adversaries, unless the setting is ridiculously overwhelming. For example, using the Dark Legacies variants, a character with a 10 Constitution must take 21 points of damage before his chance of being clobbered becomes statistically more likely than not. 31 points of damage begins places instant death in the same category. Effectively, and equally faulty with the DMG variants, these variants are only applicable to higher-level characters. Low-level characters will be dead before the variants ever become a factor, which simply makes no sense. A low-level character should suffer the potential of being clobbered or killed just as much as, if not more than, a high-level one. That's real consequence.
The fact is, though, that these little problems don't matter much. Dark Legacies still feels heavy and nihilistic, and probably would without any alteration to the combat rules. Red Spire has done a great job with the tone of this game. Novels based on the setting would probably be great, gloomy fun.
Critical Hit
The priest rocks. While it's clear that some of its elements are inspired by other sources, the class is one born of coherent vision and creative synergy (much like the atmosphere of the whole setting). The priest allows one to create a character that feels like a member of the clergy in a way that no core D&D rules have (with the possible exception of the cloistered cleric from Unearthed Arcana). The Preach skill and sermonize ability reinforces this feel and supernatural power solidly grounds it. The religious underpinnings of the setting are clear with the focus the priest class has, easily replacing the need for other divine classes.
A priest's abilities are firmly grounded in his conviction and ecclesiastical knowledge. The eight dominions, realms of knowledge that lead to true power, are cleverly constructed to provide an easy way to theme a priest. Add to this the holy Voice, an augmentation to the priests own voice that allows and increase in efficacy and range of speech-related skills and grants mystic abilities depending on which dominions a priest possesses. For example, a priest with the dominion of Purity can use the Voice to heal (in a way much less efficacious than core D&D healing spells) and rid a victim of disease, while a priest with the Dominion of Dominance can use the Voice to influence and even dominate others.
The only problem with the priest is that the class is probably too good. In granting every priest a choice of three dominions (in addition to the Piety dominion), there seems to be too much flexibility--especially since the dominions are clearly not created equal. Coupled with the ample benefits of the War dominion (increased base attack bonus, increased Fortitude saves, fighterlike weapon and armor proficiencies), the situation gets more out of hand. A priest with the War dominion stands out as superior to every other class in ability and situational adaptability, except in specific situations such as a wilderness trek or stealth mission.
For would-be looters, the priest and all related material are closed content.
Critical Fumble
The arcanist is an example of an attempt to make a low-magic setting in which the spellcasting class is one which nobody would take. The arcanist is a weak class to begin with, offering few significant abilities other than those that affect spellcasting. Add to this that spellcasting is too hard, not particularly useful in many aspects of the game due to time factors and other limitations, and offers a player character no reward that is significant enough for the price that character will have to pay for power. Insanity, persecution, and death are all that really await the arcanist. Such a tragic fool makes a great villain or antihero in a novel, and thereby NPC foe, but not a good player character--unless terminal practices are your thing. Some players, even adults, will have problems with the horrific nature of arcane magic even if they don't cast it.
A prestige class that offers significant spellcasting power over no more than 10 levels would have better served the setting. This means no character may begin play as a true spellcaster. The temptation and mysterious nature of arcanism would then be set in a place that requires dabbling in black arts and moving onto the dark road, reinforcing the thematic elements of the setting. Then, the arcanist would be a more viable PC with magic as an augmentation to other significant skills. Such a change might still require that arcane magic offer more tangible rewards such as, perhaps, immortality or transformation into a powerful outsider. Such a goal makes the awful path more palatable and more likely to interest even "good" persons who fear death and missing a chance at Heaven.
Coup de Grace
Dark Legacies is a great study in variable levels of success in game design. Its mechanics are clear and well written, but some of them fall short of the stated goal or actual requirements of the setting. The arcanist is an example, as are the variants to combat damage. As for Open Game Content, Dark Legacies clearly lists what is OGC, but can be confusing. For example, all mechanics in Chapter 6 relating to the magic system are open content, but the mechanics for Taint are not. That's clear designation, one supposes, but ignores the fact that Taint is mechanically integral to the full utilization of the magic system. Dark Legacies would be exceptionally original for today's marketplace if it had not fallen back on minor variations of the core races with no viable explanation as to how these races appeared on Earth. The playability of the book is generally as good as any other campaign, except for the fact that this one book is not the complete setting. The presentation is virtually as high-quality as it gets in this industry, and the book is worth its cover price. Whether one ever uses Dark Legacies for a campaign, it's a fun read and has more than a few ideas that can live on in other settings. Dark Legacies Player's Guide provides a base for truly dark fantasy, and you're in for a bleak and moody roleplaying if you dare its tainted pages.
Review originally appeared at d20 Magazine Rack.