mongoose books balanced?

Astragoth said:
I'm interested in this material but before I purchase it I would like to know wether the (more expirienced) players and dm's on this board find those books balanced...

They're perfect for solo games. Otherwise, it's just too much frickin' work for me to have to go over the damn things with a fine toothed comb, only to find out that half of it is waaaayyyyyy over the top for a normal campaign.

Astragoth said:
...in a normal low-magic campaign...

Huh? I wasn't aware that a "normal" campaign was "low magic". Actually, I run my magic, spells, magic items, etc, blah, blah, straight out of the charts of the DMG, and I was under the impression that the DMG represented a "standard" or "normal" magic setting. *shrug*

Sorry to get up on a soapbox, but I can't stand it when people claim that a "normal" D&D game is low magic, when the DMG so blatantly shows that isn't the case.

Astragoth said:
...and if so, wether the content is innovative enough to make the puchase worthwhile for a extremely cheap dutch guy..:)

so lock and load foulks... feedback please

Like I said, I love those books for solo games, and I run quite a few, so they add a hell of a lot of diversity to all the characters. If you don't use them in more than 1 game though, I wouldn't waste your money.

Or, if you can find one in the store, just flip through the pages. You'll know whether you want it or not after about 10 seconds. That can be a good thing or a bad thing. :)
 

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d20Dwarf said:


Yeah, ya bastage, I haven't been around to bug ya about Gencon...you are coming, aren't you? :)

Man, I don't know. I've been pretty busy at work...

Lem has been buggin' me about it. He also offered to let me stay at his place, which makes the trip seem a bit more attractive. I really hated coughing a couple hundred for a hotel room each year... ;)
 

Ristamar said:


Man, I don't know. I've been pretty busy at work...

Lem has been buggin' me about it. He also offered to let me stay at his place, which makes the trip seem a bit more attractive. I really hated coughing a couple hundred for a hotel room each year... ;)


Dude, all the more reason to go. It wouldn't be Gencon without ya. :)
 

d20Dwarf said:

Dude, all the more reason to go. It wouldn't be Gencon without ya. :)

Heh. Yeah, I suppose... though it's not like I actually game at GenCon. :rolleyes:

That brief session of All Flesh Must Be Eaten was the only time I gamed while I was there. The year before I didn't game at all. I just sorta hang out. Not that you didn't notice that already.... :p

On a side note, we still owe Skip a beat down for totally shafting us on the Sage Advice Live. Don't think I've forgot how long we waited around in that damn empty room... :D
 

That's ok, the look of horror on his face as he passed us in front of the coffee shop and thought we were going to *gasp* talk to him was enough retribution for me. :)
 

Wulf Ratbane said:
You don't trade XP for abilities. Your XP simply defines your level: Look at XP, cross-reference chart. That's the end of XP's involvement in the equation.

Wulf [/B]

IMHO, I think there are two ways to look at this. You're taking a theoretical approach to the design. Axiom: You *don't* create a mechanic whereby players trade XP for abilities. Exceptions in the core rules are okay because they're in the core rules, and all that stuff is presumably already "balanced."

You can also take a practical approach to the design. You think to yourself: "These school abilities are generally less powerful than feats and class abilities, but they're cool because they allow for more character customization. We don't want players loading up on them and unbalancing the game, though. So how do we build in a cost that will prevent players from just taking as many as they can get their hands on?"

The answer was an XP cost, and it's the same answer the core rules designers came up with for limiting the number of magic items characters would create and the number of permanent spell effects spellcasters would cast on themselves. Sure, it's theoretically possible for a 10th-level wizard to have spent a billion XP on magic items or permanent spell effects. But what is theoretically possible isn't important in an actual game. The real question is, "Will my player spend a billion XP on magic items or permanent spell effects?" The answer is no, because he sacrifices level progression to do so. On the practical level, the same works for the schools in the Path books.

Now, of course, if you're still not happy with pushing the edges of the framework provided by the core rules, even in limited and measured ways, I have absolutely no problem with that. It's certainly true that the further you stretch the system, the more likely it is to break.

I fully intend to keep producing this kind of material at FFG because, frankly, there are a gazillion feats and prestige classes available, as we all know, and I think my audience wants to see stuff that is really new. After all, if my customers just wanted the core rules, they wouldn't be my customers. (And I'm definintely speaking in generalizations here--some of our customers will like, and some will hate, everything we publish.)

BTW, as an alternative you may find workable, simply create a Fighting School feat. You take the feat, and that entitles you to purchase ranks in a school for an XP cost + dues/lesson costs. Now the mechanic is effectively just like that governing item creation -- only now fighters and other real men can benefit from it. :)

If you go this route, you may want to review the abilities offered and/or the XP costs, as they obviously weren't designed with an additional feat cost in mind. Most players, I suspect, will really appreciate the bit of work this requires, however. The added layer of customization, IMO, is really cool.

Greg
FFG
 

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