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<blockquote data-quote="jeffh" data-source="post: 2012945" data-attributes="member: 2642"><p>I'm not the author of the review, but the variant core classes seem a bit overpowered. The Sun Mage is the very picture of the uberclass with both high-powered combat magic and strong healing that Monte Cook warned against creating in the DMG. And all of them have very nearly the same spell ability as a Wizard or Sorcerer, several good abilities those classes don't have, and in some cases better hit dice and/or better skills, while giving up next to nothing that the standard Wiz or Sorc gets. The ideas are kind of cool but they are a little overpowered, methinks.</p><p></p><p>However, chapter three is well worth getting the book for and there is plenty of usable stuff in the other chapters as well. The Traditions from chapter four will likely see use in my next campaign, as will the material on Expendable Foci and Eldritch Staffs in chapter five and many of the feats in chapter two. That's a lot of good material. I consider the book very nearly a must have, and I have barely even looked at the first chapter except for the core classes. (I'm always looking for cool new core classes, but my eyes glaze over at the sight of a prestige class now - it's not that I dislike them but I have over two hundred of the buggers!)</p><p></p><p>I think it's really cool and kind of daring that FFG did a magic supplement without a single new spell in it! I guess they saw that as Spells And Spellcraft's job.</p></blockquote><p></p>
[QUOTE="jeffh, post: 2012945, member: 2642"] I'm not the author of the review, but the variant core classes seem a bit overpowered. The Sun Mage is the very picture of the uberclass with both high-powered combat magic and strong healing that Monte Cook warned against creating in the DMG. And all of them have very nearly the same spell ability as a Wizard or Sorcerer, several good abilities those classes don't have, and in some cases better hit dice and/or better skills, while giving up next to nothing that the standard Wiz or Sorc gets. The ideas are kind of cool but they are a little overpowered, methinks. However, chapter three is well worth getting the book for and there is plenty of usable stuff in the other chapters as well. The Traditions from chapter four will likely see use in my next campaign, as will the material on Expendable Foci and Eldritch Staffs in chapter five and many of the feats in chapter two. That's a lot of good material. I consider the book very nearly a must have, and I have barely even looked at the first chapter except for the core classes. (I'm always looking for cool new core classes, but my eyes glaze over at the sight of a prestige class now - it's not that I dislike them but I have over two hundred of the buggers!) I think it's really cool and kind of daring that FFG did a magic supplement without a single new spell in it! I guess they saw that as Spells And Spellcraft's job. [/QUOTE]
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