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Adamant's Tome of Secrets: How has it aged?
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<blockquote data-quote="Azgulor" data-source="post: 5320202" data-attributes="member: 14291"><p><strong>Tome of Secrets</strong>: I find it to be a mixed bag, but a fairly useful one.</p><p></p><p>Races - I wasn't particularly wowed by these. However, I'm an ardent opponent of the "Mos Eisely Effect", so I didn't buy the book for these anyway. Since none saw use at my table, I can't really comment on the mechanical merits of the races.</p><p></p><p>Classes - Some solid contributors but hasn't aged well against the <em>APG</em>, <em>Fist Full of Denari</em>, & the <em>Genius Guides</em>. It's a blend of "Migrate my 3.5 character" and fresh attempts. Best ideas/classes: Artificer, Knight, Swashbuckler, Warlord. The spell-casting classes seemed ok mechanically, but didn't fire me up the way the <em>APG's</em> Oracle & Witch did. If I had to fault the classes, it's for playing it safe. Fistful of Denari is the martial-class supplement to beat and I give higher marks to the Genius Guides for originality. I haven't done a side-by-side comparison of the ToS-Knight vs. APG-Cavalier or FFOD-Knight or the Warlord vs the GG: WarMaster. I do give ToS points for Swashbuckler & Artificer. I think Swashbuckler is as viable as any APG Archetype option & I haven't seen the Artificer concept done anywhere else.</p><p></p><p>Drawbacks - I like 'em.</p><p></p><p>Occupations - I like 'em. If Traits are in play they're perhaps less useful. However, NPCs don't get traits but NPCs could have Occupations.</p><p></p><p>The Game Master Section is a mix of earlier PF-updated PDFs combined with some new material. Shock-and-Awe (morale rules) & Hot Pursuit (chase rules) are my favorites here. S&A isn't for everyone but Hot Pursuit is a must-have in my book. The rest is a decent selection of GM pot-luck. Also, given that Paizo has decided that firearms will not see signficant use in the setting, for those who desire it ToS has a pretty good firearms system. Finally, the random adventure generator works surprisingly well, esp. when your players go in an unexpected direction.</p><p></p><p></p><p>My conclusion: <em>Tome of Secrets </em>is not a "theme" book like <em>Fist Full of Denari </em>or the <em>APG</em>. If that's what you're expecting, you'll likely be disappointed. ToS is a grab bag of goodies for players & GMs. It's not what I would consider essential to a Pathfinder GM like some other 3rd-party products (like <em><strong>Fist Full of Denari, Genius Guide classes, Rite Publishing's Secrets of Martial Mastery</strong></em>)- but I do consider it a strong "Nice-to-Have".</p></blockquote><p></p>
[QUOTE="Azgulor, post: 5320202, member: 14291"] [B]Tome of Secrets[/B]: I find it to be a mixed bag, but a fairly useful one. Races - I wasn't particularly wowed by these. However, I'm an ardent opponent of the "Mos Eisely Effect", so I didn't buy the book for these anyway. Since none saw use at my table, I can't really comment on the mechanical merits of the races. Classes - Some solid contributors but hasn't aged well against the [I]APG[/I], [I]Fist Full of Denari[/I], & the [I]Genius Guides[/I]. It's a blend of "Migrate my 3.5 character" and fresh attempts. Best ideas/classes: Artificer, Knight, Swashbuckler, Warlord. The spell-casting classes seemed ok mechanically, but didn't fire me up the way the [I]APG's[/I] Oracle & Witch did. If I had to fault the classes, it's for playing it safe. Fistful of Denari is the martial-class supplement to beat and I give higher marks to the Genius Guides for originality. I haven't done a side-by-side comparison of the ToS-Knight vs. APG-Cavalier or FFOD-Knight or the Warlord vs the GG: WarMaster. I do give ToS points for Swashbuckler & Artificer. I think Swashbuckler is as viable as any APG Archetype option & I haven't seen the Artificer concept done anywhere else. Drawbacks - I like 'em. Occupations - I like 'em. If Traits are in play they're perhaps less useful. However, NPCs don't get traits but NPCs could have Occupations. The Game Master Section is a mix of earlier PF-updated PDFs combined with some new material. Shock-and-Awe (morale rules) & Hot Pursuit (chase rules) are my favorites here. S&A isn't for everyone but Hot Pursuit is a must-have in my book. The rest is a decent selection of GM pot-luck. Also, given that Paizo has decided that firearms will not see signficant use in the setting, for those who desire it ToS has a pretty good firearms system. Finally, the random adventure generator works surprisingly well, esp. when your players go in an unexpected direction. My conclusion: [I]Tome of Secrets [/I]is not a "theme" book like [I]Fist Full of Denari [/I]or the [I]APG[/I]. If that's what you're expecting, you'll likely be disappointed. ToS is a grab bag of goodies for players & GMs. It's not what I would consider essential to a Pathfinder GM like some other 3rd-party products (like [I][B]Fist Full of Denari, Genius Guide classes, Rite Publishing's Secrets of Martial Mastery[/B][/I])- but I do consider it a strong "Nice-to-Have". [/QUOTE]
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