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Green Ronin's Advanced Players Manual?
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<blockquote data-quote="Nellisir" data-source="post: 1982293" data-attributes="member: 70"><p>Like it. It's not Unearthed Arcana, but it's far better than SSS's advanced book. I just printed out the Races chapter to help me configure my homebrew races (its' worth noting the races chapter was written by Robert J. Schwalb, not Skip Williams, and I REALLY REALLY hope the Advanced Race Codex incorporates this material in, as sidebars or something).</p><p> </p><p>The book is an odd mix of new material and different ways of looking at the same old stuff, but never both at once. There are no new skills, just different ways of using the old ones, and all new feats with no discussion of the old ones. The classes are all new, but the only new races are the greater dwarf and half-dwarf (plus a planetouched template). No mention of new ways of using the original 6 scores, just a new Luck ability score (which might be cool; I've barely skimmed it).</p><p> </p><p>The Eldritch Weaver gets my vote for most likely to cause discussion and controversy. For those who remember the "never-quite-became-official" path system of magic from Dragon magazine and Wolfgang Baur, "threads" (what the eldritch weaver weaves) are paths. In my brief reading, the two are very, very, very similar. The Eldritch Weaver is presented as a kind of wizard, but I'm going to try and work some changes and use it inplace of the sorcerer instead. Most of the "Spells" chapter is the list of spell threads and thread powers (each thread has an associated minor and major power). Each thread has between 1 and 3 spells per spell level (I think they all have 3 at 1st-3rd; cantrips are their own thread); you automatically learn a certain number of spells at each new class level selected from threads that you know; you can learn new threads by researching them or learning "warp spells", spells that belong to multiple threads.</p><p> </p><p>I haven't read the mass combat system, and frankly wish it weren't in the book. I would've bought Cry Havoc if I wanted a mass combat system. (Incidently, if any scholars of the mass combat systems want to make a comparison of this one vs the Black Company one, I'd be interested in seeing it).</p><p> </p><p>I'm mixed about the psychic appendix. I have the Psychic's Handbook, so this isn't new material either for me, but it's probably been upgraded to 3.5 or something. I would rather have seen it compiled and expanded with the rest of the Master Class books in some sort of Advanced Class Codex.</p><p> </p><p>It was a great purchase for me. There's alot of material here that will be lifted and adapted for my "under-construction" campaign setting (which would be closer to being done if there wasn't a sudden surge of very stealable material coming out now), and the fact that it's a pdf makes it infinitely simpler to use and adapt. I don't have Cry Havok, and while I might prefer that the mass combat chapter not have made an appearance in this book, it did, I'll read it, and I very well might use it someday. Overall, 4 out of 5.</p><p> </p><p>Hope that helps,</p><p>Nell.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 1982293, member: 70"] Like it. It's not Unearthed Arcana, but it's far better than SSS's advanced book. I just printed out the Races chapter to help me configure my homebrew races (its' worth noting the races chapter was written by Robert J. Schwalb, not Skip Williams, and I REALLY REALLY hope the Advanced Race Codex incorporates this material in, as sidebars or something). The book is an odd mix of new material and different ways of looking at the same old stuff, but never both at once. There are no new skills, just different ways of using the old ones, and all new feats with no discussion of the old ones. The classes are all new, but the only new races are the greater dwarf and half-dwarf (plus a planetouched template). No mention of new ways of using the original 6 scores, just a new Luck ability score (which might be cool; I've barely skimmed it). The Eldritch Weaver gets my vote for most likely to cause discussion and controversy. For those who remember the "never-quite-became-official" path system of magic from Dragon magazine and Wolfgang Baur, "threads" (what the eldritch weaver weaves) are paths. In my brief reading, the two are very, very, very similar. The Eldritch Weaver is presented as a kind of wizard, but I'm going to try and work some changes and use it inplace of the sorcerer instead. Most of the "Spells" chapter is the list of spell threads and thread powers (each thread has an associated minor and major power). Each thread has between 1 and 3 spells per spell level (I think they all have 3 at 1st-3rd; cantrips are their own thread); you automatically learn a certain number of spells at each new class level selected from threads that you know; you can learn new threads by researching them or learning "warp spells", spells that belong to multiple threads. I haven't read the mass combat system, and frankly wish it weren't in the book. I would've bought Cry Havoc if I wanted a mass combat system. (Incidently, if any scholars of the mass combat systems want to make a comparison of this one vs the Black Company one, I'd be interested in seeing it). I'm mixed about the psychic appendix. I have the Psychic's Handbook, so this isn't new material either for me, but it's probably been upgraded to 3.5 or something. I would rather have seen it compiled and expanded with the rest of the Master Class books in some sort of Advanced Class Codex. It was a great purchase for me. There's alot of material here that will be lifted and adapted for my "under-construction" campaign setting (which would be closer to being done if there wasn't a sudden surge of very stealable material coming out now), and the fact that it's a pdf makes it infinitely simpler to use and adapt. I don't have Cry Havok, and while I might prefer that the mass combat chapter not have made an appearance in this book, it did, I'll read it, and I very well might use it someday. Overall, 4 out of 5. Hope that helps, Nell. [/QUOTE]
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