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Ghostwalk -- Opinions?
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<blockquote data-quote="ForceUser" data-source="post: 958816" data-attributes="member: 2785"><p>I bought it. I give it a resounding "ehh."</p><p></p><p>It's unique, imaginative, and overall a boring read. I'll start with my biggest gripe about Ghostwalk, by far: the clumsy mechanic of a character with levels in a ghost class suddenly returning from the dead. They actually recommend that you keep track of a character's ghost levels' worth of hit points, skill point assignments, BAB bonuses, saving throw bonuses and feats so that if you have a "life epiphany" (the setting's term for a ghost returning to flesh and blood) you can redistribute them to your new, living class.</p><p></p><p>What a pain in the arse! That's exactly why, among my friends, we've house-ruled that instead of level loss from things like energy drain attacks you go in the hole XP-wise instead. Keeping track of where you place every single point at each level is an exercise in tedium. No thank you.</p><p></p><p>Two more things stuck out glaringly. First, I am still unclear on whether you are supposed to apply the ghost template to your character upon dying, or if you leave the stats unchanged. They spend a lot of time explaining about different types of ghosts and ghostly powers, but they never come out and explicitly state that you should apply the ghost template or not. I can infer from the descriptive text in the sidebar on page 8 that you do not apply the template, but that's just a guess based on later writings. I would have appreciated a clear, outline-format step by step walkthrough on how to convert a PC to a ghost, and the book lacks that, and that disappoints me. </p><p></p><p>Second, and more importantly to me as a DM, is the fact that there is an absurd lack of time spent on one of the points mentioned on the back jacket, a point that ultimately swayed me to buy the book: how to integrate Ghostwalk into an existing campaign. There is a tiny paragraph in the main body of text at the end of chapter 3, as well as a large sidebar explaining how to drop Ghostwalk into Forgotten Realms and Greyhawk. For the third time, then, I am disappointed, because I expected a page or two at least of helpful ways to insert Ghostwalk into an existing homebrew. As is, I'm going to have to get pretty creative in my own setting if I want to use the city of Manifest and its environs, and that annoys me because this was the promised feature of the book that I was most anticipating.</p><p></p><p>Thumbs down for Ghostwalk.</p></blockquote><p></p>
[QUOTE="ForceUser, post: 958816, member: 2785"] I bought it. I give it a resounding "ehh." It's unique, imaginative, and overall a boring read. I'll start with my biggest gripe about Ghostwalk, by far: the clumsy mechanic of a character with levels in a ghost class suddenly returning from the dead. They actually recommend that you keep track of a character's ghost levels' worth of hit points, skill point assignments, BAB bonuses, saving throw bonuses and feats so that if you have a "life epiphany" (the setting's term for a ghost returning to flesh and blood) you can redistribute them to your new, living class. What a pain in the arse! That's exactly why, among my friends, we've house-ruled that instead of level loss from things like energy drain attacks you go in the hole XP-wise instead. Keeping track of where you place every single point at each level is an exercise in tedium. No thank you. Two more things stuck out glaringly. First, I am still unclear on whether you are supposed to apply the ghost template to your character upon dying, or if you leave the stats unchanged. They spend a lot of time explaining about different types of ghosts and ghostly powers, but they never come out and explicitly state that you should apply the ghost template or not. I can infer from the descriptive text in the sidebar on page 8 that you do not apply the template, but that's just a guess based on later writings. I would have appreciated a clear, outline-format step by step walkthrough on how to convert a PC to a ghost, and the book lacks that, and that disappoints me. Second, and more importantly to me as a DM, is the fact that there is an absurd lack of time spent on one of the points mentioned on the back jacket, a point that ultimately swayed me to buy the book: how to integrate Ghostwalk into an existing campaign. There is a tiny paragraph in the main body of text at the end of chapter 3, as well as a large sidebar explaining how to drop Ghostwalk into Forgotten Realms and Greyhawk. For the third time, then, I am disappointed, because I expected a page or two at least of helpful ways to insert Ghostwalk into an existing homebrew. As is, I'm going to have to get pretty creative in my own setting if I want to use the city of Manifest and its environs, and that annoys me because this was the promised feature of the book that I was most anticipating. Thumbs down for Ghostwalk. [/QUOTE]
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