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Weird Wastelands - 3rd Party Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9065321" data-attributes="member: 7041430"><p>Howdy folks! Ol' Sparky here, ready to rip back into <em>Weird Wastelands.</em> Today we're starting with feats! </p><p></p><p>There are only six of them in the book, taking up less than a page. Three of them are aimed at the Psion, granting some additional benefits like extra psionic points, increased range of influence, etc. Another has a bunch of minor benefits to driving, and the last two deal mostly with traveling. The first, Seasoned Traveler, gives you the ability to carry more, and advantage on a bunch of checks made during travel. The second, Survivalist, lets you avoid some of the hurdles of making it in the wilds, which we'll be going over later. </p><p></p><p>These are broadly useful, and require your players to spend a valuable resource (the feat) to gain a leg up on the wilderness. Well done, no notes.</p><p></p><p>Now, onto the spells! There's like 18 of them in here, and they run the gamut from cantrips to 9th level. Living up to the title, there's a pretty eclectic bunch! One of the first we see is <em>assemble scrap golem</em>, which lets you assemble a construct from junk as a 3rd level spell (casting time 1 minute) that follows you around for 24 hours. Another one is <em>evaporate</em>, which is just <em>create / destroy water</em> applied to a creature (deals 3d8 necrotic damage if the target fails a save, gains two levels of exhaustion, and has disadvantage to accrue more levels of exhaustion - and it's a second level spell!), and it's a bit strong, but also a great way to ensure the folks you cast out to die in the wastes <em>definitely </em>die. </p><p></p><p>One of the strangest spells is the cantrip, <em>flagellate. </em>The only cantrip in the book, it's only for clerics. The spell conjures a barbed whip that'll smack a fool for 1d6 slashing damage, and if you take a level of exhaustion, deal an extra 1d6 damage. Now, that sounds completely bonkers, right? Under what circumstances is taking a level of exhaustion for 1d6 damage a good deal? Well, it's a pretty good deal for their new cleric domain, the one that gets to transfer levels of exhaustion to bad guys. This patches a gaping hole in that subclass' kit (generating exhaustion as an at-will ability), and does it without making the spell a multiclassing nightmare! Hurray!</p><p></p><p>I don't want to go through all of these, so I'll hit one more: <em>searing saber.</em> Yes, it's a lightsaber. Well spotted, clever clogs. But it's also a fixed version of <em>flame blade</em>, making the spell conjure a simple melee weapon that you can use your casting stat for attack and damage rolls with. It deals 3d6 damage, casts as a bonus action, and can be resummoned as a bonus action on your turn if you drop it. So, it's <em>flame blade</em>, but your eldritch knight can use it for all of their attacks, and add their Strength, Dex, or Int modifier to the attack and damage rolls, whichever's higher. </p><p></p><p>The final section in spells is one that modifies PHB spells to be more inline with the survivalist mode of play. If you have questions about how PHB spells could possible mess with that, see this video by Zee Bashew:</p><p></p><p style="text-align: center">[MEDIA=youtube]OkHapG6kXUg[/MEDIA]</p> <p style="text-align: center"></p> <p style="text-align: center"><em>If you don't know who Zee Bashew is, do yourself a favor and go check out his playlist. Absolutely outstanding work.</em></p> <p style="text-align: center"></p><p>Indeed, the authors take Zee's suggestion and make <em>goodberry </em>consume it's material component (we're never told, but good luck finding a berry in the blasted hellscape of the Wastelands). <em>Purify food and water</em> requires a pound of charcoal (to filter, presumably), also consumed when cast. But my favorite change of all is what they did to <em>Leomund's tiny hut</em>. It can no longer be cast as a ritual, and requires a 10 pound hearthstone from the caster's home! </p><p></p><p>God, I hope WotC's taking notes. </p><p></p><p>Honestly, I really like what I've seen of the player options from WebDM so far. Very few duds, a couple of real bangers (especially in those subclasses), and generally interesting without locking out other options. That's hard to do, and kudos!</p><p></p><p>Alright, next time we'll talk about Settlements, Equipment, and Magic Items!!!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9065321, member: 7041430"] Howdy folks! Ol' Sparky here, ready to rip back into [I]Weird Wastelands.[/I] Today we're starting with feats! There are only six of them in the book, taking up less than a page. Three of them are aimed at the Psion, granting some additional benefits like extra psionic points, increased range of influence, etc. Another has a bunch of minor benefits to driving, and the last two deal mostly with traveling. The first, Seasoned Traveler, gives you the ability to carry more, and advantage on a bunch of checks made during travel. The second, Survivalist, lets you avoid some of the hurdles of making it in the wilds, which we'll be going over later. These are broadly useful, and require your players to spend a valuable resource (the feat) to gain a leg up on the wilderness. Well done, no notes. Now, onto the spells! There's like 18 of them in here, and they run the gamut from cantrips to 9th level. Living up to the title, there's a pretty eclectic bunch! One of the first we see is [I]assemble scrap golem[/I], which lets you assemble a construct from junk as a 3rd level spell (casting time 1 minute) that follows you around for 24 hours. Another one is [I]evaporate[/I], which is just [I]create / destroy water[/I] applied to a creature (deals 3d8 necrotic damage if the target fails a save, gains two levels of exhaustion, and has disadvantage to accrue more levels of exhaustion - and it's a second level spell!), and it's a bit strong, but also a great way to ensure the folks you cast out to die in the wastes [I]definitely [/I]die. One of the strangest spells is the cantrip, [I]flagellate. [/I]The only cantrip in the book, it's only for clerics. The spell conjures a barbed whip that'll smack a fool for 1d6 slashing damage, and if you take a level of exhaustion, deal an extra 1d6 damage. Now, that sounds completely bonkers, right? Under what circumstances is taking a level of exhaustion for 1d6 damage a good deal? Well, it's a pretty good deal for their new cleric domain, the one that gets to transfer levels of exhaustion to bad guys. This patches a gaping hole in that subclass' kit (generating exhaustion as an at-will ability), and does it without making the spell a multiclassing nightmare! Hurray! I don't want to go through all of these, so I'll hit one more: [I]searing saber.[/I] Yes, it's a lightsaber. Well spotted, clever clogs. But it's also a fixed version of [I]flame blade[/I], making the spell conjure a simple melee weapon that you can use your casting stat for attack and damage rolls with. It deals 3d6 damage, casts as a bonus action, and can be resummoned as a bonus action on your turn if you drop it. So, it's [I]flame blade[/I], but your eldritch knight can use it for all of their attacks, and add their Strength, Dex, or Int modifier to the attack and damage rolls, whichever's higher. The final section in spells is one that modifies PHB spells to be more inline with the survivalist mode of play. If you have questions about how PHB spells could possible mess with that, see this video by Zee Bashew: [CENTER][MEDIA=youtube]OkHapG6kXUg[/MEDIA] [I]If you don't know who Zee Bashew is, do yourself a favor and go check out his playlist. Absolutely outstanding work.[/I] [/CENTER] Indeed, the authors take Zee's suggestion and make [I]goodberry [/I]consume it's material component (we're never told, but good luck finding a berry in the blasted hellscape of the Wastelands). [I]Purify food and water[/I] requires a pound of charcoal (to filter, presumably), also consumed when cast. But my favorite change of all is what they did to [I]Leomund's tiny hut[/I]. It can no longer be cast as a ritual, and requires a 10 pound hearthstone from the caster's home! God, I hope WotC's taking notes. Honestly, I really like what I've seen of the player options from WebDM so far. Very few duds, a couple of real bangers (especially in those subclasses), and generally interesting without locking out other options. That's hard to do, and kudos! Alright, next time we'll talk about Settlements, Equipment, and Magic Items!!! [/QUOTE]
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