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Kalamar Players handbook Overview!
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<blockquote data-quote="GrimJesta" data-source="post: 177687" data-attributes="member: 1949"><p>Ahhhhh, the Kalamar Players Guide. Yea, its $33 after taxes, but <em>GODDAMN</em> its totally worth it.</p><p></p><p>::cuts and pastes his rant from the new K&C webforum::</p><p></p><p>Well, I just bought mine 6 hours ago (I sold several Vampire Clanbooks to afford it: theres some sacrafice!), and I am really impressed with it. </p><p></p><p>Negatives: </p><p>Well, this is hard as I really havent spotted anything I dont like. I am actually GLAD theres no monk mentioned, but thats because I am anti-monk. </p><p></p><p>Some of the PrCs are very powerful, to the point of me wincing when I read them, but thats nothing new. Im used to some PrCs doing that. </p><p></p><p>The knowledge[militaryXXX] skills could have been thrown into one big knowledge skill. When my local Thursday night group was flipping through it, we all unanimously agreed that this could have been one skill, not 4. </p><p></p><p>I was hoping the section on humans would have been alot larger, especially considering this is a very humanocentric world compared to most settings. </p><p></p><p>The Spellsinger is waaaaay too powerful of a class. Thats my only REAL negatice thing. The other ones are so minor they are laughable, but this class is redic! They can wear armor, have no somatic or serious material components, and their spellchart has spells/day as a WIZARD! Any min/max powergamer will take this class instead of a wizard or sorceror if the DM lets him. This class is way too powerful. </p><p></p><p>Regional feats: man I wish they were broken up by regions like in the FR book (heresy...I said FR!), but I wouldnt have minded that little chart in this book too. </p><p></p><p>Positives: </p><p>What isnt positive about it? For once in a setting the PrCs are absolute flavor for the setting. </p><p></p><p>The art is fantastic. </p><p></p><p>The spells and feats are amazing (aside from a few of both being too powerful, but theyre still cool). </p><p></p><p>The combat and adventuring chapters are wonderfully written and absolutely useful in any game. </p><p></p><p>Races: this chapter is hardcore man! I needed this one big time. Very nicely done aside from the humans not having enough attention. </p><p></p><p>The religion chapter, IMHO is where this book is totally invaluable. It really goes into things that people wanted addressed in the corebook, and I have yet to see such detail for any 3e settting when it comes to religion. </p><p></p><p>Damn, I can go on and on about the merits and strong points of this book. But Im going to stop myself. But I think Ive ranted and raved enough about how amazing this book is... </p><p></p><p>-=grim=-</p></blockquote><p></p>
[QUOTE="GrimJesta, post: 177687, member: 1949"] Ahhhhh, the Kalamar Players Guide. Yea, its $33 after taxes, but [i]GODDAMN[/i] its totally worth it. ::cuts and pastes his rant from the new K&C webforum:: Well, I just bought mine 6 hours ago (I sold several Vampire Clanbooks to afford it: theres some sacrafice!), and I am really impressed with it. Negatives: Well, this is hard as I really havent spotted anything I dont like. I am actually GLAD theres no monk mentioned, but thats because I am anti-monk. Some of the PrCs are very powerful, to the point of me wincing when I read them, but thats nothing new. Im used to some PrCs doing that. The knowledge[militaryXXX] skills could have been thrown into one big knowledge skill. When my local Thursday night group was flipping through it, we all unanimously agreed that this could have been one skill, not 4. I was hoping the section on humans would have been alot larger, especially considering this is a very humanocentric world compared to most settings. The Spellsinger is waaaaay too powerful of a class. Thats my only REAL negatice thing. The other ones are so minor they are laughable, but this class is redic! They can wear armor, have no somatic or serious material components, and their spellchart has spells/day as a WIZARD! Any min/max powergamer will take this class instead of a wizard or sorceror if the DM lets him. This class is way too powerful. Regional feats: man I wish they were broken up by regions like in the FR book (heresy...I said FR!), but I wouldnt have minded that little chart in this book too. Positives: What isnt positive about it? For once in a setting the PrCs are absolute flavor for the setting. The art is fantastic. The spells and feats are amazing (aside from a few of both being too powerful, but theyre still cool). The combat and adventuring chapters are wonderfully written and absolutely useful in any game. Races: this chapter is hardcore man! I needed this one big time. Very nicely done aside from the humans not having enough attention. The religion chapter, IMHO is where this book is totally invaluable. It really goes into things that people wanted addressed in the corebook, and I have yet to see such detail for any 3e settting when it comes to religion. Damn, I can go on and on about the merits and strong points of this book. But Im going to stop myself. But I think Ive ranted and raved enough about how amazing this book is... -=grim=- [/QUOTE]
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