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*Pathfinder & Starfinder
2010 Retrospective: 1Q Products
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<blockquote data-quote="MerricB" data-source="post: 5404773" data-attributes="member: 3586"><p>Of those five products, <strong>Underdark</strong> is the one I really look fondly back on, even if I haven't (yet) used it in my campaigns. Why do I like it so much? Mainly because of the unfolding of the D&D 4e mythology, and the tales of Torog, the god trapped beneath the surface of the earth.</p><p></p><p>Torog isn't the first take of D&D on such a deity - there's the gnome god Urdlen, and Khyber in the Eberron setting, but the others don't really work for me like Torog does. There's other good things in the book, but it's the description of Torog that stays with me.</p><p></p><p><strong>Player's Handbook 3</strong> has to be termed a success because the classes it added - in particular, the monk, ardent and battlemind - have been used at my table and enjoyed by those playing them. Hybrid classes don't really matter to me, but a PC minotaur? Another popular addition to my games. </p><p></p><p><strong>Dragonborn</strong> didn't really work for me. Nice material, yes, but ultimately we're devising our own stories for the dragonborn and the new rules material is good but slight. We knew about this book primarily from material appearing in DDi - Compendium and Character Builder.</p><p></p><p><strong>Hammerfast</strong> has some great ideas, but doesn't fit into any game I'm running. I feel it's somewhat incomplete as well, but I might revisit it one day.</p><p></p><p><strong>Martial Power 2</strong> probably got used by my players, but I wouldn't be able to tell. Being a DM in 4e is a bit that way: only them most obvious player choices (e.g. race, class) register - the powers could be from anywhere.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5404773, member: 3586"] Of those five products, [b]Underdark[/b] is the one I really look fondly back on, even if I haven't (yet) used it in my campaigns. Why do I like it so much? Mainly because of the unfolding of the D&D 4e mythology, and the tales of Torog, the god trapped beneath the surface of the earth. Torog isn't the first take of D&D on such a deity - there's the gnome god Urdlen, and Khyber in the Eberron setting, but the others don't really work for me like Torog does. There's other good things in the book, but it's the description of Torog that stays with me. [b]Player's Handbook 3[/b] has to be termed a success because the classes it added - in particular, the monk, ardent and battlemind - have been used at my table and enjoyed by those playing them. Hybrid classes don't really matter to me, but a PC minotaur? Another popular addition to my games. [b]Dragonborn[/b] didn't really work for me. Nice material, yes, but ultimately we're devising our own stories for the dragonborn and the new rules material is good but slight. We knew about this book primarily from material appearing in DDi - Compendium and Character Builder. [b]Hammerfast[/b] has some great ideas, but doesn't fit into any game I'm running. I feel it's somewhat incomplete as well, but I might revisit it one day. [b]Martial Power 2[/b] probably got used by my players, but I wouldn't be able to tell. Being a DM in 4e is a bit that way: only them most obvious player choices (e.g. race, class) register - the powers could be from anywhere. Cheers! [/QUOTE]
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