Bill Muench
First Post
Eh....
Okay, first off, I have some stuff in the book. However, I wasn't overly impressed with it I have to say. While it is full color, the art wasn't that great (not that I could do any better
) and some of the illustrations just didn't really fit.
A lot of the weapons were pretty redundant or didn't quite balance out right (pet peeve of mine - don't make 19-20/x3 critical weapons) and some were just weird or seemed out of place (the buzz-saw thrower or something like that? eh?).
I haven't finished going through the magic items section, but some of it sounds interesting, at least. I liked the various 'class' armors and weapons, but didn't like the 'aerosteel' material. It just seemed out of place.
I was a bit irked to see that they changed the mechanics on one of my weapons (the executioner's sword). The original version did not allow you to avoid the -4 penalty to attack by having a high strength. It was simply a large exotic melee weapon, 1d12, 20/x4 that had a -4 penalty to attack on top of the exotic weapon proficiency. Why? Because it is a damn unwieldy weapon. But since it isn't meant to be used in combat, it doesn't matter. A coup de grace with a melee weapon is an automatic hit, so a -8 to hit (-4 from being nonproficient, -4 from the weapon itself) doesn't matter. But the guy whose head you lop off has to make a DC 36 Fort save to live on average damage (26). I envisioned it more as a tool that could be used as a weapon if you wanted, while I get the impression the editors saw it simply as a weapon.... Sorry about that, ended up being a bit longer than I meant it to.
Overall, the book is okay. Not indispensable and it has some interesting ideas, but I'll be honest (even if it means I don't get hired anymore
) - I wouldn't personally spend $25 on it. But then again, I don't buy a lot of books these days.
Okay, first off, I have some stuff in the book. However, I wasn't overly impressed with it I have to say. While it is full color, the art wasn't that great (not that I could do any better

A lot of the weapons were pretty redundant or didn't quite balance out right (pet peeve of mine - don't make 19-20/x3 critical weapons) and some were just weird or seemed out of place (the buzz-saw thrower or something like that? eh?).
I haven't finished going through the magic items section, but some of it sounds interesting, at least. I liked the various 'class' armors and weapons, but didn't like the 'aerosteel' material. It just seemed out of place.
I was a bit irked to see that they changed the mechanics on one of my weapons (the executioner's sword). The original version did not allow you to avoid the -4 penalty to attack by having a high strength. It was simply a large exotic melee weapon, 1d12, 20/x4 that had a -4 penalty to attack on top of the exotic weapon proficiency. Why? Because it is a damn unwieldy weapon. But since it isn't meant to be used in combat, it doesn't matter. A coup de grace with a melee weapon is an automatic hit, so a -8 to hit (-4 from being nonproficient, -4 from the weapon itself) doesn't matter. But the guy whose head you lop off has to make a DC 36 Fort save to live on average damage (26). I envisioned it more as a tool that could be used as a weapon if you wanted, while I get the impression the editors saw it simply as a weapon.... Sorry about that, ended up being a bit longer than I meant it to.
Overall, the book is okay. Not indispensable and it has some interesting ideas, but I'll be honest (even if it means I don't get hired anymore
