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Review: Advanced Players Manual (Long)
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<blockquote data-quote="Garnfellow" data-source="post: 1997729" data-attributes="member: 1223"><p>Yeah, I really wondered about that decision as well. At first blush, both the Black Company and Testament systems seem much stronger to me than the Cry Havoc system. I had rather hoped that Skip would revise his mass combat system in light of some common complaints -- most notably, the funky scaling rules. (They did, at least, include sample units, which was probably the second most frequent complaint about Cry Havoc.)</p><p></p><p>I agree with many of the other posters that the Advanced Players Manual is pretty hit-or-miss. Everything is well edited, and the rule implementations are always fine, but much of it just leaves me . . . flat. Take the Scout class, for example. It's OK, maybe a bit too weak, but it really pales beside two recent, great renditions of a Scout -- the first in Complete Adventurer, and the second in Green Ronin's own Black Company Campaign Settimg.</p><p></p><p>I know it's a fine line, given just how much people here are grumbling about the inclusion of the Psychic class material, but Green Ronin has already published so many good player options in other supplements that I would have been perfectly happy to have had more those options compiled, updated, and pressed into service for this book. </p><p></p><p>Take the Piety system, for example. Green Ronin included different versions in Testament and the Trojan War book. I would have loved to have seen a Piety system for standard d20 fantasy.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1997729, member: 1223"] Yeah, I really wondered about that decision as well. At first blush, both the Black Company and Testament systems seem much stronger to me than the Cry Havoc system. I had rather hoped that Skip would revise his mass combat system in light of some common complaints -- most notably, the funky scaling rules. (They did, at least, include sample units, which was probably the second most frequent complaint about Cry Havoc.) I agree with many of the other posters that the Advanced Players Manual is pretty hit-or-miss. Everything is well edited, and the rule implementations are always fine, but much of it just leaves me . . . flat. Take the Scout class, for example. It's OK, maybe a bit too weak, but it really pales beside two recent, great renditions of a Scout -- the first in Complete Adventurer, and the second in Green Ronin's own Black Company Campaign Settimg. I know it's a fine line, given just how much people here are grumbling about the inclusion of the Psychic class material, but Green Ronin has already published so many good player options in other supplements that I would have been perfectly happy to have had more those options compiled, updated, and pressed into service for this book. Take the Piety system, for example. Green Ronin included different versions in Testament and the Trojan War book. I would have loved to have seen a Piety system for standard d20 fantasy. [/QUOTE]
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