Henry
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A Brief First-Read Review of the Book of Hallowed Might
All right, I have given the product a first read, and want to give my review thus far.
All in all, I like the product. As detailed, it gives the following sections:
- Divine Spellcasters in Campaigns: Offers notes on running clerics, variant ranger and paladin classes, and a new optional alignment system.
The notes on Clerics and money charging, as well as the notes on the functions of churches in a society, were quite useful. However, the repercussions of a church withholding miracles from a populace in exchange for money I don't think was sufficiently dealt with.
The Variant Ranger I feel still needs work, but it could be just because I can't find ANY version of the Ranger that satisifies me. I can say that this Ranger variant is MUCH more on par with the PHB Ranger, and not as overpowered as I felt the "freebie" ranger to be.
Another addition - the differences between Divine and Arcane magics, are quite a nice optional rule, but a little too complex to add to my games, as it presupposes that Spellcraft knowledge is VERY specific. I prefer to keep it as is, to give spellcraft a better chance of being taken in my games.
- Prestige Classes: Presents three new prestige classes: the blessed prelate, hallowed mage, and Knight of the Pale.
I like these three, particularly the hallowed mage, which much more accurately details a "holy magic-user" than the prestige class from the Forgotten Realms Hardcover does.
- Feats: Contains 20 new feats for divine spellcasters and others, including two new types: the blessed feat and the oath feat
I want it on record: I LOVE THE NOBLE BLOOD FEATS. This is the kind of thing that enhances roleplay, and gives people a reason to accept the assumption of a noble role. The oaths, also, are perfect, in that it gives characters a serious reason to go dedicate themselves at their church before going off on a quest of some sort.
- Spells: Includes almost four dozen new spells plus a description of the new Light domain
The new spells did not particularly move me, but then again, of all the classes, clerics and druids really don't need that many new spells, because the more they get, the more they unnecessarily infringe on the domain of Arcane Casters.
- Magic Items: New armor, shields, weapons, potions, rings, and wondrous items
The crystal items (that allow the redirection of hostile ray attacks) are quite nice - however, Something in me tends to reject anything crystal as preferably being solely for psionicists. However, the items in question are easily re-doable for psions and Psychic Warriors.
- Creatures: Details the angels of the elements and blessed children
The Blessed are a brilliant idea (Freakin' Cherubim versions of Solars!) and are likely to give players a REAL shock when they first see them, and realize just what they are.
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FINAL ASSESSMENT - definitely worth the six dollars if you feel your divine casters are getting short shrift in your games. If you do not, you still may want to pick it up for the miniature idea-mine in the first chapter concerning everything from ceremonies to holy days to resurrection ideas.
All right, I have given the product a first read, and want to give my review thus far.
All in all, I like the product. As detailed, it gives the following sections:
- Divine Spellcasters in Campaigns: Offers notes on running clerics, variant ranger and paladin classes, and a new optional alignment system.
The notes on Clerics and money charging, as well as the notes on the functions of churches in a society, were quite useful. However, the repercussions of a church withholding miracles from a populace in exchange for money I don't think was sufficiently dealt with.
The Variant Ranger I feel still needs work, but it could be just because I can't find ANY version of the Ranger that satisifies me. I can say that this Ranger variant is MUCH more on par with the PHB Ranger, and not as overpowered as I felt the "freebie" ranger to be.
Another addition - the differences between Divine and Arcane magics, are quite a nice optional rule, but a little too complex to add to my games, as it presupposes that Spellcraft knowledge is VERY specific. I prefer to keep it as is, to give spellcraft a better chance of being taken in my games.
- Prestige Classes: Presents three new prestige classes: the blessed prelate, hallowed mage, and Knight of the Pale.
I like these three, particularly the hallowed mage, which much more accurately details a "holy magic-user" than the prestige class from the Forgotten Realms Hardcover does.
- Feats: Contains 20 new feats for divine spellcasters and others, including two new types: the blessed feat and the oath feat
I want it on record: I LOVE THE NOBLE BLOOD FEATS. This is the kind of thing that enhances roleplay, and gives people a reason to accept the assumption of a noble role. The oaths, also, are perfect, in that it gives characters a serious reason to go dedicate themselves at their church before going off on a quest of some sort.
- Spells: Includes almost four dozen new spells plus a description of the new Light domain
The new spells did not particularly move me, but then again, of all the classes, clerics and druids really don't need that many new spells, because the more they get, the more they unnecessarily infringe on the domain of Arcane Casters.
- Magic Items: New armor, shields, weapons, potions, rings, and wondrous items
The crystal items (that allow the redirection of hostile ray attacks) are quite nice - however, Something in me tends to reject anything crystal as preferably being solely for psionicists. However, the items in question are easily re-doable for psions and Psychic Warriors.
- Creatures: Details the angels of the elements and blessed children
The Blessed are a brilliant idea (Freakin' Cherubim versions of Solars!) and are likely to give players a REAL shock when they first see them, and realize just what they are.
--------------------------------
FINAL ASSESSMENT - definitely worth the six dollars if you feel your divine casters are getting short shrift in your games. If you do not, you still may want to pick it up for the miniature idea-mine in the first chapter concerning everything from ceremonies to holy days to resurrection ideas.