Mercule
Adventurer
I spent quite a bit of time looking at it in B&N. After all the great reviews it got here, I was trying to find the "cool stuff". I understood from the get-go that the default world was a bit higher magic than I liked, so I didn't have particularly high expectations. Still, the flavor the mechanics pushed turned me off.Olive said:I wouldn't have any idea how the rules are as the flavour stuff Monte put on his site put me off. Never even looked at the books in the shop.
I can't say there is anything "unbalanced" or anything like that. The best example I can think of is that I'm currently trying to develop a light fighter-type class for my setting (a long trip, but I finally decided it merited a core class and the one in CW doesn't thrill me). I remembered the fact that Monte had split Fighter into the Warmain and Unfettered for AU and several people had raved, so I thought I'd look again and pick up the book if it helped (I look before I buy, but I buy before I use).
Long story short (too late), after a lot of review of both classes, I can't see any features of either I'm inclined to pull from. Not a single one. Mechanically, they might be fine. I just don't like 'em. Same could be said for most of the rest of the book (so far as I've read). Not a single idea that I want to pull. Some of them, like the races, actually turn me off.
Monte seems a nice guy, and I wish him all success. I just haven't found a reason to give him any money, yet.
I think AU is just going to end up being one of those popular, raved-on things that I'm just never going to understand. A bit like Planescape or Forgotten Realms.