Good

"Lying in darkness, Evil cannot hide from Fate."

As the armies of evil rise, only a handful of heroes dare to oppose them. New paladins and clerics rise to fight against the darkness that would turn men from the path of good. With new classes, holy artifacts, magic, presitge classes, and details for running holy and good campaigns as well as rules for creating temples, this book opposes everything in EVIL.
 

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Good

Good is a book in the series of so-called "one-word" supplements for d20 System fantasy games by AEG. Good, as the title implies, provides new character options and ideas for relatively benign character types.

Good has writing contributions by Shawn Carman, Steve Crow, Andrew Getting, Travis Heermann, Mike Mearls, Jim Pinto, and Douglas Sun.

A First Look

Good is a 128 page perfect-bound softcover book priced at $24.95.

The cover of Good is green, with a "piping-bound" motif similar to other AEG d20 System fantasy supplements. The cover art (by Malcolm McClinton) depicts an amored angelic being with the head of an devilish creature in one hand with the other hand resting on a sword.

The interior art is black and white, and features artists Storn Cook, Lisa Hunt, Amandine Labarre, Ethan Slayton, and Mike Sellers. The art varies from average to good quality. Some pieces are great and have a nice fantasy feel, though a few strike me as simplistic and cartoony. There is one very good piece that has the signature of an artist not credited in the front of the book, Daerick W. Gross.

The body text is compact, and conservative header fonts are used. The line spacing is small and the paragraph is single spaced, giving the book a good text density.

A Deeper Look

Good is organized into five chapters.

The first chapter is entitled The Righteous, and really covers two different subtopics: alignment and core classes.

A few pages of the first chapter have a discussion on the nature of good, much as the discussion on the nature of evil under the d20 System's alignment approach in AEG's Dungeons and Evil book. This discussion is similar to those discussion in that the three good alignments are compared and contrasted. The discussion does make some interesting observations and does keep in line with the d20 alignment system. However, it lacks the humor and lighthearted but engaging prose presented in the discussion of evil and perhaps puts too fine a point on the nature of the three good alignments, ascribing a few attributes to each that are, in fact, only a specific subset of the given alignment.

The remainder of the chapter discusses core classes. First is a presentation of alternate paladins, and then is the priest NPC class.

The alternate paladin section suggests some guidelines of adapting a paladin to fit specific deities, and even different good alignments. The section recommends some abilities remain static (divine grace, divine health, aura of courage, and turn undead), but the section recommends alternate for the remaining paladin abilities. Overall, the suggestions are interesting and sensible. However, given a choice, I rather prefer the more systematic approach offered by the holy warriors presented in Green Ronin's Book of the Righteous.

Two specific alternate paladin core classes are presented. The avenger is a chaotic good variant of a paladin that has a beastly companion instead of a mount, and has a strike that can stagger opponents instead of a smite. The defender is a neutral good paladin variant whose abilities are more tuned towards defense and use of the shield.

The priest is presented as less combative version of the cleric, but with more skill points and abilities related to the church heirarchy. This sounds superficially similar to the adept NPC class from the DMG, but in actuality the priest is more powerful in the adept. The priest's spell progression is no slower than a cleric's, and the priest receives three domains and two domain spells per level. Indeed, the priest seems more powerful than any of the core NPC classes, but would make a good substitute for the cleric class for those who feel that the cleric is too combat oriented.

The second chapter is entitled Hero, and like the first is multifaceted, including variant combat rules, feats, and prestige classes.

The variant combat rules provide a few options to make combat more heroic.

The monster hordes rules allow high level characters to more effectively plough through hordes of low level monsters. If a combatant is 8 CRs below the characters levels. These bear some similarity to the "faceless horde" rules presented in Atlas' Burning Shaolin, but are much simpler to use in practice.

Of perhaps more interest are the Heroic Trait and Action Dice rules. Characters can be assigned one or more heroic traits. Whenever the character performs an action exemplary of their trait (up to once per session) a character gains an action dice. Each action dice may be spent to add 1d6 to the result of an attack, saving throw, skill check, or damage roll, or achieve a variety of other favorable checks. This action dice rule differs a bit from the action/drama dice rules used by other AEG products, but has the same eventual effect: encouraging a behavior (in this case, heroic action.)

There are 13 feats in this chapter. The feats mostly emphasize heroic effort or faith and most seem interesting and reasonable. Examples of feats from the chapter include:
-Angel of Mercy: The character receives substantial bonuses to concentration checks when using cure spells or the heal skill to aid an injured ally.
-Divine Smite: This metamagic feat allows a character to designate a specific alignment; characters of a different alignment in the area of effect are not affected by the spell.
-Hero's Daring: The character revels in being outnumbered, and actually receives +2 to attack rolls when flanked.
-Hero's Will: Once per day, the character can become immune to the effects of mind-influencing spells for a period of 5 rounds.

There are also 12 prestige classes in the chapter. Some of the prestige classes (like the divine herald and the white magician) are simply a "good" version of a base class with a few special abilities. A sample of the prestige classes are:
-Divine Healer: A very widespread concept among prestige class books, the divine healer is yet another take on the "cleric even more tuned towards healing" schtick. The divine healer has worse combat progression, but much better skills and healing-related special abilities. This class may be a little strong with all of that.
-Hospitaler: Another take on the healer type class, this one more specifically a knight that cares for wounded on the battlefield. Unlike the arguably overpowered hospitaler of WotC's Defenders of the Faith, this one may actually be a bit underpowered, having only moderate combat abilities and no spellcasting abilities.
-Paladine: Another common concept, the Paladine is the paladin recast as a prestige class. This version, however, is a little more general in that it receives an impugned continues spellcasting advancement vice having it's own (i.e., the paladin's) spell list and advancement. This is an interesting concept, but the class looks a little strong (having good attack advancement, partial spellcasting advancement, and abilities), and many of the traditional paladin class abilities are clustered at the low levels of the class, making it seem a bit front-loaded and perhaps too good an option for arcane spellcasters.
-Shadow Seeker: An example of the more skill oriented classes classes herein, the shadow seeker has rogue-like abilities, but has class abilities specifically tuned towards revealing deception and corruption.

The third chapter covers good-oriented magic, including variant rules for using magic, new spells, and new magic items.

The variant rules cover the summoning of creatures of a different alignment than the caster. The variant suggests that when a caster summons a creature of a different alignment than the caster, the creature may resist the control of the caster in tangible ways, represented by the results of a random roll. A good part of this section is discussion, but much of it betrays misunderstanding of the d20 summoning rules. For example, part of the discussion state "extraplanar creatures may well survive an encounter and return to their native planes." A summoned (vice called) creature is guaranteed to survive an encounter under the d20 System rules.

There are 27 new spells introduced in the book. All of the spells are divine spells, though some are also available to arcane spellcasters. As with Sword & Sorcery Studios' Relics & Rituals book, many of the spells are listed as domain spells in already complete domains with no indication as to how this would be handled. Also similar to that book, many of the spells are split into backgrounds of the spells in an assumed campaign world and game effect text, but unlike R&R, the sections pertaining to each are not so clearly delimited.

A few of the more notable spells are as follows:
-Baptism of Faith: I honestly cannot decide if this spell is too weak or too strong. The best I can characterize it is "ripe for abuse, but having decent story potential"; in short, it has "best used for plot device" written all over it. The spell is 9th level and has an XP cost, but so long as the recipient of the spell remains faithful to the caster's faith, the cleric receives a +1 DC to all spells that they cast.
-Blessed Beast: This spell temporarily grants a creature of the animal type the celestial template.
-Convert: With this spell, Good repeats one of the few peeves I had with R&R: conversion of faith by magic. That said, this convert spell is only temporary, but the character is treated in all ways as a follower of the deity (including alignment). However, the spell is described as a transmutation (compulsion) spell. It is clear that the spell should have the compulsion descriptor, but it affects the mind and thus is probably properly an enchantment spell.
-Dormant Energy: This spell is basically a proactive healing spell. If the subject of the spell takes more than 10 points of damage during the duration of the spell, a cure serious wounds takes effect on the subject.
-Oath's Fulfillment: Oddly similar to the oath feats in the Book of Hallowed Might (which came out about the same time this book did), Oath's Fulfillment grants the recipient a bonus to any tasks performed in pursuit of the fulfillment of a very specific oath.
-Ties of Hatred: This enchantment spell aims to turn two evil creatures against each other.

Overall, I found some spells useful and interesting, but many were bland. For example, magic circle of healing is basically a weaker and higher level version of healing circle with an additional side effect against undead.

The majority of the magic items are simple applications of existing spells and properties to items. Example include the death weapon property (which inflicts a disintegrate spell on a successful critical hit), Stasyn's morningstar (a morningstar with the disrupting and defending special qualities, a salve with the undetectable alignment effect, and an amulet that acts very much like a glove of storage with respect to a deity's favored weapon. A large proportion of the presented items are artifacts. A few more notable items include:
-Subdual weapon property: Very similar to the merciful weapon property in WotC's Sword & Fist, subdual weapon can only do subdual damage (but receives no penalty for doing so), and receives an additional 2d6 of subdual damage.
-Bracers of Purity and Benevolence: The inverse of the classical evil-inducing cursed item, these bracers are beneficial, but shift the user's alignment to good.
-Tattoo of Divine Will: These artifacts are actually scrolls scribed by good deities. A reader with an alignment matching the scroll can activate it, which causes the wearer to become covered in a beautiful multicolored tattoo. The character becomes a "chosen" of the deity for the next year, granting them a variety of useful abilities depending on their alignment.

The fourth chapter is entitled Heroic Legions, and contains a variety of new religions and religious organizations. However, the most central part of the chapter (and arguably, the book) is the faith point system.

The faith point system tracks a character's allegiance to the principles of their deity (if any). Deeds in the service of a deity earn a character faith points, and transgressions take away faith points. It is possible to have a negative faith point total, branding the character as an unfaithful follower or even a renegade in a deity's religion.

Faith points can be used, granting a boon in the form of temporary bonus or one time use of a spell-like effect, costing the character faith points. Boons cannot reduce a character's faith point total below zero.

Likewise, a character with a negative faith pont total may experience banes, which raise the character's faith point total towards zero, and provides a temporary hindrance to the character.

The book recommends that you develop your own deeds, transgressions, banes, and boons, but provides samples for each clerical domain in the Player's Handbook and for the new religious organizations presented in the chapter. The chapter also provides some guidelines for how to apply the rules, mainly regarding who tracks faith points and who does not. In a campaign with a moderate level of divine intervention, only divine spellcasters would track faith points, but in a campaign in which there is a high degree of divine intervention, all characters would be required to track faith points.

The faith point system is fairly well constructed, but requires a willingness to track point allotments associated with campaign events. There is also a small degree of imbalance presented by the presence of the rules, as they add minor spell-like abilities to characters, though it seems as if they would come into play infrequently enough that it should not be a major problem.

The final chapter introduces a number of new good creatures for use in a campaign. Some examples are:
-Aether Paladin: An incorporeal outsider from the planes of law charged with fighting incorporeal undead.
-Elemental Guardians: Rare good elementals who ward against the abuse of elemental forces by evil creatures.
-Fairfiend: A hideous looking abberation with a heart of gold.

Conclusion

The strength of Good is the variant rules systems. Most particularly, those looking for a little more heroic flavor in the game should appreciate the action dice system, and the faith point system is a good implementation of a "worship point" system for those who wish to more explicitly represent the role of faith in the campaign world.

The source material is generally useful and balanced, but I did not find it as inspiring as that in AEG's last two supplements, Magic and Mercenaries. This is probably in part due to the fact that generally good concepts have already been covered in many existing supplements, and a few of their entries seem a little late in the game.

Final Grade: C+

-Alan D. Kohler
 

AEG’s Good – isn’t.

AEG’s Good – is just about acceptable. When the sun’s shining I tend to see the acceptable side of the supplement, on most days I tend to see the "just about" side instead. The numerical score for this review isn’t as important as the text but I dithered between two possible scores. In the end "Good" received the higher of the two possibilities.

The problem is that the book doesn’t do what it’s supposed to do. There can be no doubt; AEG’s Good should be about good. They could have talked about the nature of good, the forces of good, the role of good in the Planes or even fallen into the traditional hole and produced a book filled with power-ups for good aligned characters.

If this had been AEG’s Dedication then it would have been a much better product. If I wanted a book that had lots of reasons to be entirely devoted to a cause then I would have been pleased with this purchase. I would have rolled my eyes that yet another supplement was filled with power-ups but at least they would be on topic power-ups.

There is an attempt to fix this. "Good" tries to define good as a dedication to a dangerous cause. You need to be heroic to qualify for Action Points. To be a hero, so says this book, there needs to be danger. If you build a school for a village, a hospital for sick children or miss your own coronation because you’re leading a wagon train of food supplies into a famine struck area then you’re not a hero. That’s their argument and it doesn’t sit well with me. To be a good hero you need to pick a dangerous cause and stick to it through thick and thin. You need to swear to protect the village from the hobgoblin horde and then never flinch from your obligation – that’ll earn you Action Points. You need to commit yourself to throwing out the evil and corrupting Western influence from your homeland and then do all that you can to oppose this powerful force – that’ll get you Action Points. Oh. So you spotted that loaded example? I think it makes my point; dedication doesn’t make you good. You could equally argue that fanaticism often cuts too close to evil and that a trademark of a genuinely good person is the flexibility and willingness to put the cause of others first. Is it not a sense of conscience, a genuine concern for others, empathy, unselfishness or even basic kindness that defines a ‘good’ person? At this point in the review I’m in danger of having written more on the nature of good than actually appears in "Good".

AEG’s Good begins by asking why people want to play the good guy. The conclusion is that people want to be the hero. They want to have trustworthy friends. They enjoy the company of others. Evil people don’t have friends. Evil people have untrustworthy minions. I suppose this is true in part. You need to forget about charismatic evil people though. Unfortunately the team of writers latch onto this idea that good equals heroic and a hero battles on regardless. They latch on this idea with a fervour that rather suits the book they ended up writing.

Chapter one looks at the characteristics you’d expect from "Chaotic Good", "Neutral Good" and "Lawful Good" people. They conclude chaotic good characters rush to defeat evil and lawful good characters take a long time to assess the situation. There is the suggestion that by getting fixed on the idea that a few can suffer to benefit the many a Paladin will begin his descent to Blackguard. Good characters, they say, can expect loyalty from their friends whereas evil ones can’t. It strikes me that if you’re good only appease your friends then you’re an insecure Neutral. There’s a quick discussion on the idea of a "low good" and a "high good". Low good is appropriate for people who genuinely do the right thing but remain practical. High good is rather more alien, best suited for Outsiders who’ll unquestioningly smite the evil. It is a very D&D’s idea that your alignment isn’t so much to do with your ethics as it is to do with what side you’re on in a cosmic war between powers. Tolkien’s Gollum wouldn’t stand a chance in this sort of world. The Detect Evil registers an evil. The angelic Outsider, Paladin or good cleric smites the monster and collects the experience. Job done. In fact, if our "heroic Paladin" had sworn to do away everyone the Ring had corrupted then Bilbo and Frodo had better start running too.

The book moves onto safer grounds – a collection of classes. The Alternate Paladin lets you play a Paladin of a specific deity rather than general "Good". I think this is a much better concept for a Paladin. "Good" implements this by creating a set of new classes, The Avenger or The Defender. Hmm. Okay. There are too many prestige classes out there to worry too much about clashing names. The exception to that would be clashing with a core rules prestige class. You can play a Dwarf Defender who became a Dwarf Defender! Think how much space on your character sheet you’ll save! The Priest is another new basic character class and is a divine spell caster without the Cleric’s combat savvy. There is room for this sort of character in the system.

Chapter two introduces rules that allow powerful heroes to cleave their way through unchallenging minions and make for the master villain instead. These rules are light-weight enough to make them worth using and kick in at an appropriately high level. There is still dice rolling and so it’ll appeal to those gamers who like to get crunchy. They can provide a guide to the sort of challenge rating difference where abstracted combat is appropriate. That’s good for those of us with a preference for keeping the dice rolling down.

The same chapter explains how Heroic Traits allow good-guys to earn Action Dice. I don’t see why dedicated evil people can’t earn Action Dice either. It’s a simple system, that’s good, simple systems are the best. Your Heroic Trait is a specific goal or cause (which must involve danger) and if you stick to it you’ll earn Action Dice. You can spend Action Dice to improve your dice rolling. The name "Action Dice" makes it crystal clear how the Action Dice are intended to be spent. All the examples are for increasing your chances to hit things or upping the damage when you do. I doubt many people will be spending their Action Dice to ensure that their Wilderness Lore check is made. No, Action Dice are a cinematic game mechanic and have been designed so that players may enjoy success in the limelight of action.

There are a few pages of feats. They’re pretty good on the whole even though many of them are nothing more than a simple booster feat. I object to the way the alignment prerequisite is shoe horned in. Take "Hero’s Calm" for example, the benefit reads "Once per day, you may opt to take 10 on any skill check, so long as conditions are met. Instead of rolling, simply declare that you are using this feat." The prerequisite is "Any good alignment". Oh! Come on! Why? Is it because it’s called _Hero’s_ Calm? Can’t evil people be calm? Is there a second feat "Villain’s Calm"? If so then that’s just a rip off. There are plenty of these "Hero’s X" feats that need not be restricted by alignment and are. Hero’s Calm isn’t an example of a good feat either. It says that the hero can take 10 when the conditions are met – but it doesn’t say what those conditions are! Are they the usual conditions required before a character can Take 10? If so, what’s the point of the feat?

The new prestige classes range from good enough to pretty good. All 12 are ten level classes and thoroughly described. I’m not fond of the likes of Celestial Herald, the "un-player-characterable" Divine Healer and mystery killing Truth Seeker. There’s nothing more likely to ensure that a game devolves to nothing more than a series of fights than a PC who can tell when he’s being lied to. I do like the White Magician, Nature’s Champion and Paladine. I do worry that the Paladine isn’t complete though even though it most likely is.

The third chapter is about magic. There’s more here than just new spells. The introductory section is about summoning. Extra rules are provided to increase the complexity of summoning. I quite like this. You can boil it down to that if you’re lucky then as a good aligned summoner, you’ll summon a good aligned creature that’ll approve of your cause and want to help out. Such a creature enjoys moral bonuses and performs better. It’s more likely that you’ll just have ripped a hostile or indifferent creature out from the safety of it’s home. At the very least it’ll not be on top form and worse it’ll try to disobey you. I will niggle at the decision to print two nearly identical tables when simply extending the first through 0 to 10 would have sufficed. It’s always a bad sign when the book’s got me in the mood to find these niggling worries.

Then there are the expected new spells. There are new spells, items, weapons, artefacts and even a scary tattoo. Plenty of them. 10 pages of new spells and 13 pages for the items and weapons.

I like "Heroic Legions" the forth chapter. Here you earn Faith Points by devoutly following the ways of your religion. The book, not short of space apparently, runs through all the domains in the core rules and lists a minor, major and exalted deed for each. It also includes examples of a minor, major and mortal transgression for each. Typically, an exalted deed involves killing something. An exalted deed for worshipping a deity with Fire in its portfolio could be the killing a CR 15 water elemental. Bizarrely the suggested exalted deed for the animal domain is the taming a CR 10 magical beast. Taming it? So the goddess of nature likes to see her wild animals tamed? GMs may need to tinker with these suggestions. Fortunately "Good" makes it easy to tinker. "Good" makes it easy to use the very many new domains introduced by supplements. The book presents a list of generic deeds and transgressions first. Phew! If you insist on ignoring the teachings of your church and god then you’ll earn yourself bane points rather than faith points. You can spend faith points every now and then and in different quantities to benefit from different things. If you spend enough of your faith points to earn yourself a minor boon from the goddess of nature then you might find yourself with one use of ‘calm animals’. Banes are much more fun. Every now and then those people with negative faith points (bane) can expect something nasty to happen. This is their divine punishment. The good news is that the punishment moves your faith points back up and towards zero. This chapter includes boons and banes for Evil and Death. It’s worth noting that "Good" does include advice on how to adopt this system if you’re not running the high fantasy epic that most supplements seem to be written for. Rather, it’s advice on which characters might qualify for boons and banes as in accordance with how active gods are in your world. If your gods are very active (battling Titans or something) then every character class might enjoy (and risk) earning faith points. In games where gods are far off and distant then perhaps only Clerics and Paladins (they suggest Druids too) might qualify. The Faith Point system seems to forget about the Priest class introduced earlier on but it’s no big thing, it’s easy to conclude that for these mechanics clerics and priests are synonyms.

Oh yeah. The chapter’s called Heroic Legions because it finishes with details on religious groups and a few more good gods. The Heroic Legions are as much specific examples as they are guidelines to creating your own group.

The book finishes with a bunch of monsters. Elementals and the powerful Evangels dominate the small chapter.

The book doesn’t do what it needs to do. With that weight around its neck it is never going to be a good book. "Good" isn’t without merit though; it’s nicely presented and illustrated. Text density is good. As a supplement it has some worth. The Action Dice system can be used as a cinematic mechanic and the GM can award the dice as he sees fit (rather than worry too much about silly definitions of heroism). The boon and bane system is a great way to bring the presence of gods into a game without having avatars striding around. I think I’ll find the book more useful as a supplement for evil NPCs than good characters though. Oh well.

* This GameWyrd review was first published here.
 

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