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Weird Wastelands - 3rd Party Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9071294" data-attributes="member: 7041430"><p>So one quick thing from my last post - what we went over was the sum of the settlement interaction material. Now, that's great, as far as it goes, but it ain't what I expected when a game designer sayeth unto me: "And lo! We hath brought forth SETTLEMENT RULZ!!!! Go forth, and play thy game thus empowered!" I figured the settlement rules would have, I dunno, rules for how settlements can interact in the wastelands, including how the PCs could maybe found their own? It's not the biggest thing, but a note of concern.</p><p></p><p>Alright, let's dig into this gear section!</p><p></p><p>The first thing to come up are a bunch of mundane equipment. These are 16 items that exist to help you navigate the wastes. Some of them (like binoculars) are relatively easy (they double the distance you can see). Others, like cooling salve, help relieve the sunburnt condition. What's the sunburned condition, you ask? Well, hang on till we get to the next chapter, friend, 'cuz it's a fun time! Another fun item is literally bottled lightning. It's basically <em>shocking grasp,</em> but does 2d8 damage, and has a 30 foot range. It costs 50 gp, and you can use it once. Neat idea, but I'd have preferred some way to recharge it. </p><p></p><p>One other thing I want to call out is the role the art plays in giving you great ideas for how these items can be more fantastical. Here's art that's right after the filter mask item:</p><p style="text-align: center"><img src="https://i.imgur.com/LTgMUwc.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><em></em></p> <p style="text-align: center"><em>Look, Steve, we've all got problems. Shinji had to get in a robot, you've got to put on the facehugger gas mask, and I've got to listen to you whine. Now let's go hunt down those Vault dwellers!</em></p> <p style="text-align: center"></p><p>Zoinks, Scoob. </p><p></p><p>The items presented here are great for inventive players who want to solve the problems they'll face in the wastelands. For players used to relying on their character abilities, this is useless (right up until they die of exhaustion). </p><p></p><p>After that, we get a section on variant mounts. This does not include entries for "mule" or "riding horse" (points!) but does include sections for "pack dinosaur," "necromantic steed," and "giant spider" (POINTS!). This is great, no notes.</p><p></p><p>Following the mounts section, we get vehicles. Vehicles are essentially monster statblocks the PCs get to customize and ride around in - a similar approach to <em>Descent into Avernus</em>, if I recall correctly. </p><p></p><p><img src="https://i.imgur.com/EDJegt8.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>However, PCs are allowed to add "modules" that give their ride signature capabilities. There's also variant rules for the damaged condition (a condition that can apply to vehicles, and acts much like exhaustion), and fuel consumption. </p><p></p><p>These are interesting, but I'd have preferred a full example of vehicular combat. On my reading, it looks like the vehicles get their own turn in the initiative order, while creatures also act in the same initiative order. So if I'm on a vehicle manning a harpoon gun, for example, does it fire on my initiative count, or the vehicle's?</p><p></p><p>The actual modules for the vehicles are great, and include everything from Monster Pheromone Spray (attracts wandering monsters) to Flame Throwers, to Wheel Spikes (<em>Ben-Hur </em>style!). My players are going to have some real fun with these!</p><p></p><p>The section I'd like to close out with today is Arcanotech items. These include everything from an Animated Alchemy Lab to a Disruptor Gun. Unfortunately, there's also stuff like this:</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/oAKMV2r.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><em>Help, I can't decide if this is amazing or terrible!</em></p> <p style="text-align: center"></p><p>It's a little bit of a mixed bag, but for every "What the hell?" item, there's like two or three with big "Saturday morning cartoon" vibes. Good stuff. </p><p></p><p>Finally, there's a section on Arcanotech Wonders, which are insanely powerful, inconvenient, and wacky (there's a d20 + d12 table of "Arcanotech Malfunctions" that tops out with "The arcanotech wonder reveals insight that causes personal growth. All creatures within 20 feet of the arcanotech wonder when it malfunctions must attempt a DC 10 Wisdom saving throw, gaining a level on a success.")</p><p></p><p>One example is this:</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/jWijlRX.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p><p>Players who enjoy a good puzzle are going to have fun figuring this thing out, then coming up with a use for it. It's also a great way to give your players a tool they have to work to use, since they can't just take it with them. Personally, I love these, and they all follow in the same vein. </p><p></p><p>Alright, y'all, next time we're going to get into these Survival rules, and see if WebDM has finally cracked the code for fun exploration in a Wastelands environment! See ya then!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9071294, member: 7041430"] So one quick thing from my last post - what we went over was the sum of the settlement interaction material. Now, that's great, as far as it goes, but it ain't what I expected when a game designer sayeth unto me: "And lo! We hath brought forth SETTLEMENT RULZ!!!! Go forth, and play thy game thus empowered!" I figured the settlement rules would have, I dunno, rules for how settlements can interact in the wastelands, including how the PCs could maybe found their own? It's not the biggest thing, but a note of concern. Alright, let's dig into this gear section! The first thing to come up are a bunch of mundane equipment. These are 16 items that exist to help you navigate the wastes. Some of them (like binoculars) are relatively easy (they double the distance you can see). Others, like cooling salve, help relieve the sunburnt condition. What's the sunburned condition, you ask? Well, hang on till we get to the next chapter, friend, 'cuz it's a fun time! Another fun item is literally bottled lightning. It's basically [I]shocking grasp,[/I] but does 2d8 damage, and has a 30 foot range. It costs 50 gp, and you can use it once. Neat idea, but I'd have preferred some way to recharge it. One other thing I want to call out is the role the art plays in giving you great ideas for how these items can be more fantastical. Here's art that's right after the filter mask item: [CENTER][IMG]https://i.imgur.com/LTgMUwc.png[/IMG] [I] Look, Steve, we've all got problems. Shinji had to get in a robot, you've got to put on the facehugger gas mask, and I've got to listen to you whine. Now let's go hunt down those Vault dwellers![/I] [/CENTER] Zoinks, Scoob. The items presented here are great for inventive players who want to solve the problems they'll face in the wastelands. For players used to relying on their character abilities, this is useless (right up until they die of exhaustion). After that, we get a section on variant mounts. This does not include entries for "mule" or "riding horse" (points!) but does include sections for "pack dinosaur," "necromantic steed," and "giant spider" (POINTS!). This is great, no notes. Following the mounts section, we get vehicles. Vehicles are essentially monster statblocks the PCs get to customize and ride around in - a similar approach to [I]Descent into Avernus[/I], if I recall correctly. [IMG]https://i.imgur.com/EDJegt8.png[/IMG] However, PCs are allowed to add "modules" that give their ride signature capabilities. There's also variant rules for the damaged condition (a condition that can apply to vehicles, and acts much like exhaustion), and fuel consumption. These are interesting, but I'd have preferred a full example of vehicular combat. On my reading, it looks like the vehicles get their own turn in the initiative order, while creatures also act in the same initiative order. So if I'm on a vehicle manning a harpoon gun, for example, does it fire on my initiative count, or the vehicle's? The actual modules for the vehicles are great, and include everything from Monster Pheromone Spray (attracts wandering monsters) to Flame Throwers, to Wheel Spikes ([I]Ben-Hur [/I]style!). My players are going to have some real fun with these! The section I'd like to close out with today is Arcanotech items. These include everything from an Animated Alchemy Lab to a Disruptor Gun. Unfortunately, there's also stuff like this: [CENTER][IMG]https://i.imgur.com/oAKMV2r.png[/IMG] [I]Help, I can't decide if this is amazing or terrible![/I] [/CENTER] It's a little bit of a mixed bag, but for every "What the hell?" item, there's like two or three with big "Saturday morning cartoon" vibes. Good stuff. Finally, there's a section on Arcanotech Wonders, which are insanely powerful, inconvenient, and wacky (there's a d20 + d12 table of "Arcanotech Malfunctions" that tops out with "The arcanotech wonder reveals insight that causes personal growth. All creatures within 20 feet of the arcanotech wonder when it malfunctions must attempt a DC 10 Wisdom saving throw, gaining a level on a success.") One example is this: [CENTER][IMG]https://i.imgur.com/jWijlRX.png[/IMG] [/CENTER] Players who enjoy a good puzzle are going to have fun figuring this thing out, then coming up with a use for it. It's also a great way to give your players a tool they have to work to use, since they can't just take it with them. Personally, I love these, and they all follow in the same vein. Alright, y'all, next time we're going to get into these Survival rules, and see if WebDM has finally cracked the code for fun exploration in a Wastelands environment! See ya then! [/QUOTE]
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