Advanced Players Guide

Crothian

First Post
This is Sword and Sorceries answer to Unearthed Arcana, and frankly I think its better because its more usible. It does have some odd things in it, but for the most part I like it.

The merits and flaws are built into atrributes, low scores you get merits, high scores, you get flaws. The merits are okay, but I love the flavor of the flaws. Very creative, fun and well done. And obviously not for everyone

The epic level rules are like the High level book from second edition. They just expand on the core classes to 30th level, they make the experience chart slow down and give really interesting abilities to the classes. I like the class progressions here better then in the ELH.

The critical hit and fumble rules are great, easy to use. The more damage the critical does, the worse the effects. I like the critical rules here better then Torn Asunder.

There are new prestige classes in here, and again they did a very good job creating some that we really haven't seen before. I was suprised by that. And pthers while a familiar concept were really well done. THe classes are not just a page or less, they placed detail into them and some classes cover as much as 4 full pages. There are Epic presitge classes, while one doesn't have to 20th level to get them one needs to be about 12th. So, they are like the Legendary classes FFG made in the Path of books.

This is the first book I've seen art by Udon. I comment because these guys are really good. Udon Entertainment do the Streetfighter comics, anime, and other art intensive formats. I meet one of the guys last year at Origins and Gen Con as he was exploring getting work for them in the RPG industry.
 
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I'm very interested in this product but I haven't read a full review up to date. It could be nice if you could do one. BTW, how does the new Epic system handle the problem with excessive difference between good and bad saves? And is there a mention on having more than four iterative attacks? New epic items or spells above 9th level? Does the spell progression follow a similar pattern above 20th level, thus achieving 10th, 11th and more spell slots? Thanks!
 

The epic stystem only goto level 30, so they just use the same pattern of saves and BAB (giving even more attacks). THe ELH of course unifies all that, but it is designed for any level fro 25 to 3000 in theory. So, the saves get even farther apart, and calsses get even more attacks. But a 5th attack at -20 is not going to be hitting alot:D

There is nothing above 9th level spells. No mention of it or anything. Other classes do get higher level spells like the Ranger and Paladin can get up to 6th level spells. But their spells lists are not expanded so I assume thes espells levels are just for meta magiced spells.
 




Crothian said:
Not a lot of interest in this book? :eek:

After I read the thread about it on the necro boards, it didn't seem like the stuff that I wanted out of it I didn't already have some version of. And lots are just the sort of stuff I don't care for (e.g., only two takes on flaws in d20 has ever met with my satisfaction, and your example doesn't sound similar to either one of those.)

It sounds like the sort of book I'd want to look at before I buy. And as d20 stuff has been moving slowly at the FLGS, that's not likely to happen.
 


Crothian said:
Not a lot of interest in this book? :eek:

Sorry, not here...I flipped through it and put it back on the shelf...nothing grabbed me, and even after reading your post, I'm still not interested. :\
 

Oh, I'm interested, but, like most other products, I wait until I've heard a half-dozen different opinions or (less often but far more handy) someone I know gets a copy and I can look it over.

The non-Epic-past-20 rules might have some things in them of interest, but I can't tell yet (being that I split ELH between High-Level and Epic-Status, anything that will add to either is welcome).

I am interested in the Critical Hit rules, but how well they snap-on to my own rules for Minor/Major/Maiming and Infections/Disease Rules will be a consideration; on the flip-side, I've kept fumbles simple (i.e., confirm the fumble with a miss roll and you are open to an AoO) for a number of reasons, so they'd have to be fairly excellent to consider changing components.

I'm still debating Traits/Flaws. I like the idea, but haven't implemented anything of the sort in d20 due to bad min/maxer experiences in 2E (mostly from endless whining when they found that the flaws had more impact on game play then the gains did).
 

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