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<blockquote data-quote="Terraism" data-source="post: 1538696" data-attributes="member: 278"><p>I've read through it - not exhaustively, but relatively well - and my initial reaction is "decent." I did prefer the first netbook, but I think that's probably because it was more grounded in the WoT setting, if that makes sense. The first netbook covered a lot of things that the published book left out. Rather large things. Not surprisingly, my favorite part of <em>this</em> netbook is the rules for breaking a shield - another big book bit, worked out mechanically.</p><p> </p><p> That said, I do like this one, quite a bit. I'm not much of a fan of the first chapter, unfortunately - for a number of reasons. Neither of the backgrounds seemed particularly useful, though there's nothing <em>wrong</em> with them. The hero templates were fine, but I've thought them all unneccessary from the get go. I understand why they were included in the core book (as they expected many first time gamers to pick it up) but here? Meh. The Seaman is my biggest gripe - I don't see any need for the class, as is. The average (hero classed) Atha'an Miere can be more than adequately represented, I think, by wanderers. As a class, I don't see much point to having the seaman <em>be</em> a seaman - at it's core, it's a lightly-armored combatant, with a large number of skills. Similar to the 3.0 ranger, actually - with some ship-based abilities instead of favored enemies. Nothing spectacular. The number of prestige classes, I'm not going to touch - I'm known for frowning on prestige classes, because I'm not a fan of how prevalent they've become (I prefer to represent many things through multiclassing.) Of those I looked at, most seem well done, though. As for the templates - I <em>liked</em> the corrupted template, but not the <em>damane</em>. I consider it more of a RP issue than a mechanical one, but if the latter route is chosen, it works well. (One issue - I'd make the +2 bonus to the primary stat a named - morale, specifically - bonus.)</p><p> </p><p> Of the rest of it, there's a lot of really good stuff. I like most of the new feats - though I haven't read them thoroughly enough to comment on balance. The same goes for the new weaves and wondrous items, though I like the flavour of all of them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The NPCs were interesting, but nothing particularly special, to me anyway. That's more due to a combination of the geek inside saying "no, no, give them <em>these </em>classes" and the fact that I'm not running a "modern" game with it - ours is set quite a ways back in WoT history.</p><p> </p><p> As for the netbook itself, it's put together nicely - I didn't notice many spelling or grammar errors, which is nice. The formatting could use a little work, I'd note, but then, I'm a graphic design major, and notoriously picky. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Overall, nice work!</p></blockquote><p></p>
[QUOTE="Terraism, post: 1538696, member: 278"] I've read through it - not exhaustively, but relatively well - and my initial reaction is "decent." I did prefer the first netbook, but I think that's probably because it was more grounded in the WoT setting, if that makes sense. The first netbook covered a lot of things that the published book left out. Rather large things. Not surprisingly, my favorite part of [i]this[/i] netbook is the rules for breaking a shield - another big book bit, worked out mechanically. That said, I do like this one, quite a bit. I'm not much of a fan of the first chapter, unfortunately - for a number of reasons. Neither of the backgrounds seemed particularly useful, though there's nothing [i]wrong[/i] with them. The hero templates were fine, but I've thought them all unneccessary from the get go. I understand why they were included in the core book (as they expected many first time gamers to pick it up) but here? Meh. The Seaman is my biggest gripe - I don't see any need for the class, as is. The average (hero classed) Atha'an Miere can be more than adequately represented, I think, by wanderers. As a class, I don't see much point to having the seaman [i]be[/i] a seaman - at it's core, it's a lightly-armored combatant, with a large number of skills. Similar to the 3.0 ranger, actually - with some ship-based abilities instead of favored enemies. Nothing spectacular. The number of prestige classes, I'm not going to touch - I'm known for frowning on prestige classes, because I'm not a fan of how prevalent they've become (I prefer to represent many things through multiclassing.) Of those I looked at, most seem well done, though. As for the templates - I [i]liked[/i] the corrupted template, but not the [i]damane[/i]. I consider it more of a RP issue than a mechanical one, but if the latter route is chosen, it works well. (One issue - I'd make the +2 bonus to the primary stat a named - morale, specifically - bonus.) Of the rest of it, there's a lot of really good stuff. I like most of the new feats - though I haven't read them thoroughly enough to comment on balance. The same goes for the new weaves and wondrous items, though I like the flavour of all of them. :) The NPCs were interesting, but nothing particularly special, to me anyway. That's more due to a combination of the geek inside saying "no, no, give them [i]these [/i]classes" and the fact that I'm not running a "modern" game with it - ours is set quite a ways back in WoT history. As for the netbook itself, it's put together nicely - I didn't notice many spelling or grammar errors, which is nice. The formatting could use a little work, I'd note, but then, I'm a graphic design major, and notoriously picky. :) Overall, nice work! [/QUOTE]
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