kenjib said:
The book seems to have a lot of rules and very little information on the actual world and the people that live there.
I agree with this statement.
Official response to telling this to the Sovereign Stone staffers seems to be that they wanted the core books to be the only books that needed rules.
From here on out most of the stuff you see for Sovereign Stone will be 90+% setting and 10-% rules.
This was the pattern they did follow before the game moved over to d20. So maybe they will stick with it in d20.
THat said; the best way to understand and put in context what information is given in the d20 core book is to read the novels. There are 2 out so far and they will really help to bring the world to life.
Even though the first one takes place 300 years before the current date. It's about events that shape the way the world is now. As well the cultural information in it fills in a lot of blanks and hammers home just what they really mean from the descriptions in the source book.
After reading the novels you have a very different opinion of the races than just 'samurai elves', 'pirate orks', and 'mongol dwarves'.
(By the novels the Elves and Orks in particular if the game used DnD alignments would probably be LE elves and CN with good tendancy Orks.)
Rules wise the information in the book really works. It's well balanced and while some would say there's no need for all those new 'fighter variant classes' you could cast the same accusation at the people who made all those new classes for OA. With the same level of justifiability.
In both cases you don't NEED the new classes; but they're not pointless either. They really add flavor.
One difference is that with the exception of the magic classes all of the new classes in Sovereign Stone could be slotted into a 'standard DnD game' with perfect ease.
The magic classes though use an entirely new magic system. To slot them in you'd have to slot that in as well.
That magic system seems to work. But the spells go off very slowly and can be a bit less powerful than most DnD players are used to.
In a playtest I did the mage I used got in one spell during an entire battle because it just took that long to make the spellcasting roll...
But the spell did take out a PC in one hit. With subdual damage.
However while they cast spells slower they have no limits to how many they can cast; which really helps to make the character feel more magical. As long as you don't fail fort saves and go under from hit point loss while casting you can keep going.