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Review: Advanced Players Manual (Long)
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<blockquote data-quote="BryonD" data-source="post: 1998101" data-attributes="member: 957"><p>The more I look at the product, the more disappointed I become.</p><p></p><p>Honestly, it just comes off as a splat book without a theme. And it is fairly decent as that. But I really expected something more thoughtful than that. The Luck attribute and Scaled Alignments are in the vein of what I was hoping for, but neither of them seem to offer any great motivation to use them. </p><p></p><p>The other stuff is just standard fare. Which I don't mind in general. But it seems there is so much more they could have offered. Reading Black Company I kept wishing they would tweak some things there for D&D. For example, the awesome expansion of masterwork weapons would be a boon to most any D&D game and offers nice options for lower magic. Yes, it is already published and doesn't need much work to be adpated straight from Black Company, but it would have been better than Cry Havok. And is the kind of thing I was expecting to see. I did like the short tweaks/expansions to skills, but a lot of that is either reprint or fairly obvious.</p><p></p><p>I really like the Eldritch Weaver. The other classes are all fine, but don't do much for me. </p><p></p><p>I don't think Crothian's description of the Spellmaster really does it justice. It can cast spells up to 9th level. It can cast a small number of spells up to 6th level fairly quickly and safely every day. But once those are used up, or for any spells over level 6, they can still cast them slowly and with some risk of self-harm if they miscast. A 9th level spell will take them around 15 minutes to cast (technically "gathering power"). But they can "hold" a few spells. So he can have (up to) Five 9th level spells good to go if he spends 75 minutes prepping up and doesn't botch any rolls (1d20+Class level + Wis Mod vs DC33 for 9th level spells). He'll make most of those checks, but a failure will smack him for 1d6+18 damage and if he fails by 5 or more, tack on 1d6 CON damage.</p><p></p><p>It is interesting that the class can theoretically cast fireball AND cure serious wounds both as a 1st level character. However, it is not at all pratical and completely in the DM's hands to limit access to such spells at that point. Even if they did have it they need to make a DC21 check rolling 1d20+1+Wis Mod. Failure will hit them for 1d6+6, which will be quite rough on their 1d6 hit points. heh. Thus, as crazy as it may sound, it isn't really going to be a threat. </p><p></p><p>It is an interesting experiment in total revamp of the spell system. I don't think it is broken, but it may certainly be abusable. However, I'm not so sure it would be fun. Which is kinda important.</p><p></p><p>I do think the spells in this book are compelling and well done. At least on one reading. I think it is the best part of the book (already having the psy book)</p><p></p><p>I paid the PDF price and don't feel short changed. It was certainly worth that.</p><p>But I really thought it could have been a lot more and it isn't.</p></blockquote><p></p>
[QUOTE="BryonD, post: 1998101, member: 957"] The more I look at the product, the more disappointed I become. Honestly, it just comes off as a splat book without a theme. And it is fairly decent as that. But I really expected something more thoughtful than that. The Luck attribute and Scaled Alignments are in the vein of what I was hoping for, but neither of them seem to offer any great motivation to use them. The other stuff is just standard fare. Which I don't mind in general. But it seems there is so much more they could have offered. Reading Black Company I kept wishing they would tweak some things there for D&D. For example, the awesome expansion of masterwork weapons would be a boon to most any D&D game and offers nice options for lower magic. Yes, it is already published and doesn't need much work to be adpated straight from Black Company, but it would have been better than Cry Havok. And is the kind of thing I was expecting to see. I did like the short tweaks/expansions to skills, but a lot of that is either reprint or fairly obvious. I really like the Eldritch Weaver. The other classes are all fine, but don't do much for me. I don't think Crothian's description of the Spellmaster really does it justice. It can cast spells up to 9th level. It can cast a small number of spells up to 6th level fairly quickly and safely every day. But once those are used up, or for any spells over level 6, they can still cast them slowly and with some risk of self-harm if they miscast. A 9th level spell will take them around 15 minutes to cast (technically "gathering power"). But they can "hold" a few spells. So he can have (up to) Five 9th level spells good to go if he spends 75 minutes prepping up and doesn't botch any rolls (1d20+Class level + Wis Mod vs DC33 for 9th level spells). He'll make most of those checks, but a failure will smack him for 1d6+18 damage and if he fails by 5 or more, tack on 1d6 CON damage. It is interesting that the class can theoretically cast fireball AND cure serious wounds both as a 1st level character. However, it is not at all pratical and completely in the DM's hands to limit access to such spells at that point. Even if they did have it they need to make a DC21 check rolling 1d20+1+Wis Mod. Failure will hit them for 1d6+6, which will be quite rough on their 1d6 hit points. heh. Thus, as crazy as it may sound, it isn't really going to be a threat. It is an interesting experiment in total revamp of the spell system. I don't think it is broken, but it may certainly be abusable. However, I'm not so sure it would be fun. Which is kinda important. I do think the spells in this book are compelling and well done. At least on one reading. I think it is the best part of the book (already having the psy book) I paid the PDF price and don't feel short changed. It was certainly worth that. But I really thought it could have been a lot more and it isn't. [/QUOTE]
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