knight_isa
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Experts: A Comprehensive D20 Sourcebook for Fantasy Role-Playing Games
Skirmisher Publishing
ISBN 0-9722511-0-3
112 pages (4 pages title/copyright/TOC/OGL, 1 page ad)
$19.95 at amazon.com or skirmisher.com (I haven't seen it anywhere else.)
This is not a playtest review.
I stumbled upon Experts quite by accident. I was doing some random price-checking at amazon.com back in September or October when I saw it in one of those recommendations. You know, the ones that say "So-and-so recommends product x in addition to this product." I had never even heard of Experts or Skirmisher Publishing before, but I was intrigued by the concept. Over the course of about a month I managed to find only one other review and a website, but that was it. My FLGS had never heard of it, and Skirmisher said that at the time it was only available through them or amazon.com. I eventually bought it, based solely on my hopes and a single review. I wasn't disappointed.
Experts is all about the expert NPC class from the DMG. It's a fairly attractive book with regards to layout, but there is some pixelization of the art on the front and back covers. The interior art ranges from passable to good, and mostly comes from the Dover Pictorial Archive Series.
Introduction. (4 pages) This section talks about the versatility of the expert, the availability of experts relative to commoners, and explains the use of "metaclasses" to define subsets of the expert. Many of the metaclasses offer minor adustments to the expert class to make it more specialized. It also includes information on how to read the metaclass descriptions presented in the subsequent chapters. [4]
Chapters 1-5 (the metaclasses). (52 pages) These chapters cover different subsets of the expert class based upon what the expert does. The subsets are Craftsmen (armorers, jewelers...), Entertainers (acrobats, courtesans...), Professionals (barristers, physicians...), Scholars (alchemists, scribes...), and Tradesmen (exterminators, stewards...). Each of these chapters describes a base metaclass for the subset involved and has several sections further defining the roles and class abilities of the various experts that belong to that subset. All you have to do is look up the sort of expert you need, and there is an explanation of everything you need to make one. [4]
Chapter 6: Prestige Classes. (4 pages) There are two prestige classes and a sidebar about apprentices. The prestige classes were the Guild Master and the Militia Leader. To be honest, I generally don't pay much attention to prestige classes until I need them, and I haven't needed these yet. [no grade]
Appendix 1: New Skills (28 pages) This appendix introduces cartography, cast spells (expert only), several craft, knowledge, and profession skills, prospect, read magic text (expert only), smell, smelting, taste, and utilize magic item (expert only). The flavor and rules explanations for the skills was great--it's a real pity that none of this section is OGC. I'd make a few changes to the general skills (like making cartography and smelting craft skills, prospect a profession skill, and combining taste and smell). As for the expert only skills... well, I don't really see the point of read magic text or utilize magic device, for starters. The expert can get access to use magic device which is better than both of these combined. The only real reason I can see to have them is to dodge the "only two exclusive skills" thing. As for cast spells... well, it does require a feat to use, but I'm still not sure that I like it for an expert. [4]
Appendix 2: New Feats. (1 page) This section has three feats:
Appendix 3: Sample Characters. (9 pages) A number of characters generated with the rules presented in Chapters 1-5. There are lots of different races and ability score ranges, and the characters come with a short bio. This section is probably good if you have a question about how some of the new mechanics work, but I'll most likely be generating my own characters as needed. [3]
Appendix 4: New Magic Items. (2 pages) A handful of magic items. They were ones I had hadn't seen before, and prices seemed mostly okay, although there was one where I think they were high by a factor of ten. All OGC. [4]
Appendix 5: Guilds. (4 pages) A brief overview of guilds, including organization, regulations, and types of guilds. All OGC. [4]
Appendix 6: Costs for Expert Services. (2 pages) Brief guidelines on the cost of hiring skilled labor. It includes guidelines based upon the skill of the person being hired and situational modifiers (such as exclusivity, overtime (for 24 hour/day travel with a party, for example), and hazardous duty). Also discusses cash equivalent methods of paying (like giving a miller a percentage of the flour he grinds). All OGC. [4]
Appendix 7: Expert XP Awards. (1 page) Gives guidelines for giving XP awards to experts. An oddity that is here as well as in a couple of other places in the book is that the chart is by skill rank and goes up to skill rank 25 and minimum level 22, but the book never mentions epic level experts. All OGC. [4]
Appendix 8: Expert Work Areas. (1 page) A very brief overview of expert work areas. [3]
Appendix 9: OGL. (1 page) Section 15 is not correct (it only lists the OGL).
Conclusion. While there were some smaller sections that weren't much above average, overall this book seemed to be a solid 4--it does a very good job of covering the expert class, which is what it set out to do. Probably my biggest disappointment in the book is that not much of it was OGC, so the really cool features (expert class customization, skills) wont make it into other products.
This book will obviously be most useful to DM's who use a lot of expert NPC's, but players with the leadership feat might find it useful to flesh out their followers. Players that like using craft or profession skills will probably like Appendix 1, too.
Skirmisher Publishing
ISBN 0-9722511-0-3
112 pages (4 pages title/copyright/TOC/OGL, 1 page ad)
$19.95 at amazon.com or skirmisher.com (I haven't seen it anywhere else.)
This is not a playtest review.
I stumbled upon Experts quite by accident. I was doing some random price-checking at amazon.com back in September or October when I saw it in one of those recommendations. You know, the ones that say "So-and-so recommends product x in addition to this product." I had never even heard of Experts or Skirmisher Publishing before, but I was intrigued by the concept. Over the course of about a month I managed to find only one other review and a website, but that was it. My FLGS had never heard of it, and Skirmisher said that at the time it was only available through them or amazon.com. I eventually bought it, based solely on my hopes and a single review. I wasn't disappointed.
Experts is all about the expert NPC class from the DMG. It's a fairly attractive book with regards to layout, but there is some pixelization of the art on the front and back covers. The interior art ranges from passable to good, and mostly comes from the Dover Pictorial Archive Series.
Introduction. (4 pages) This section talks about the versatility of the expert, the availability of experts relative to commoners, and explains the use of "metaclasses" to define subsets of the expert. Many of the metaclasses offer minor adustments to the expert class to make it more specialized. It also includes information on how to read the metaclass descriptions presented in the subsequent chapters. [4]
Chapters 1-5 (the metaclasses). (52 pages) These chapters cover different subsets of the expert class based upon what the expert does. The subsets are Craftsmen (armorers, jewelers...), Entertainers (acrobats, courtesans...), Professionals (barristers, physicians...), Scholars (alchemists, scribes...), and Tradesmen (exterminators, stewards...). Each of these chapters describes a base metaclass for the subset involved and has several sections further defining the roles and class abilities of the various experts that belong to that subset. All you have to do is look up the sort of expert you need, and there is an explanation of everything you need to make one. [4]
Chapter 6: Prestige Classes. (4 pages) There are two prestige classes and a sidebar about apprentices. The prestige classes were the Guild Master and the Militia Leader. To be honest, I generally don't pay much attention to prestige classes until I need them, and I haven't needed these yet. [no grade]
Appendix 1: New Skills (28 pages) This appendix introduces cartography, cast spells (expert only), several craft, knowledge, and profession skills, prospect, read magic text (expert only), smell, smelting, taste, and utilize magic item (expert only). The flavor and rules explanations for the skills was great--it's a real pity that none of this section is OGC. I'd make a few changes to the general skills (like making cartography and smelting craft skills, prospect a profession skill, and combining taste and smell). As for the expert only skills... well, I don't really see the point of read magic text or utilize magic device, for starters. The expert can get access to use magic device which is better than both of these combined. The only real reason I can see to have them is to dodge the "only two exclusive skills" thing. As for cast spells... well, it does require a feat to use, but I'm still not sure that I like it for an expert. [4]
Appendix 2: New Feats. (1 page) This section has three feats:
- Alternate Key Ability--allows you to swap one physical key ability for another or one mental key ability for another one for the purposes of skill checks. I kind of like this feat.
- Cross-Class Proficiency--like the Cosmopolitan feat from the FRCS/FR Guidelines pdf only without the +2 bonus.
- Use Magic--allows an expert to use the cast spells skill and take item creation feats.
Appendix 3: Sample Characters. (9 pages) A number of characters generated with the rules presented in Chapters 1-5. There are lots of different races and ability score ranges, and the characters come with a short bio. This section is probably good if you have a question about how some of the new mechanics work, but I'll most likely be generating my own characters as needed. [3]
Appendix 4: New Magic Items. (2 pages) A handful of magic items. They were ones I had hadn't seen before, and prices seemed mostly okay, although there was one where I think they were high by a factor of ten. All OGC. [4]
Appendix 5: Guilds. (4 pages) A brief overview of guilds, including organization, regulations, and types of guilds. All OGC. [4]
Appendix 6: Costs for Expert Services. (2 pages) Brief guidelines on the cost of hiring skilled labor. It includes guidelines based upon the skill of the person being hired and situational modifiers (such as exclusivity, overtime (for 24 hour/day travel with a party, for example), and hazardous duty). Also discusses cash equivalent methods of paying (like giving a miller a percentage of the flour he grinds). All OGC. [4]
Appendix 7: Expert XP Awards. (1 page) Gives guidelines for giving XP awards to experts. An oddity that is here as well as in a couple of other places in the book is that the chart is by skill rank and goes up to skill rank 25 and minimum level 22, but the book never mentions epic level experts. All OGC. [4]
Appendix 8: Expert Work Areas. (1 page) A very brief overview of expert work areas. [3]
Appendix 9: OGL. (1 page) Section 15 is not correct (it only lists the OGL).
Conclusion. While there were some smaller sections that weren't much above average, overall this book seemed to be a solid 4--it does a very good job of covering the expert class, which is what it set out to do. Probably my biggest disappointment in the book is that not much of it was OGC, so the really cool features (expert class customization, skills) wont make it into other products.
This book will obviously be most useful to DM's who use a lot of expert NPC's, but players with the leadership feat might find it useful to flesh out their followers. Players that like using craft or profession skills will probably like Appendix 1, too.