Reviews requested - Path of Magic/Sword, R&R2, Nyambe, Oathbound, Requiem for a God?

Okay. I don't have all of them yet, but I can give you my impressions of the 2 that I do have (Oathbound and PoM are on the way, and I am hoping to scam a copy of Nyambe from RPGnet.)

Psion micro-mini reviews:

Requiem for a God

Have you ever ran an adventure and chafed at how it just didn't fit into your game? But at the same time, have you felt like your campaign could use a bit more of the fantastic? Have you ever picked up a book of prestige classes that looked interesting, but you had no idea how to fit them into your game? If so, Requeim for a God may be for you.

Basically requiem for a god has two parts -- ideas and crunchy bits. The ideas section outlines a number of different possibilities that might surround the death of a god. Ideas are provided for the details of the central event assumed: a god dies.

The book is very flexible and lets you make the final decisions. But it gives you all the tidbits to structure an exciting campaign around this concept. Normal adventures tend to be harder to fit into a game if you have a detailed settings. It seems to me that the ideas flowed more freely precisely because I had a detailed setting.

The beginning of the book is rife with checklists that help guide you through the process of integrating the event into your game. Details are covered such as how the god died, what to do if you don't have a convenient deity you want to die, the reaction of the populace, and so forth.

The crunchy bits part follows up the ideas section with implementation. Four new prestige classes are presented that have a relationship with the death of a deity. For example, the disaffected are a cleric that has lost their deity and learns to regain their former power by pulling on remnants of the deities essence. Two organizations are introduced (with prestige classes and NPCs) that are concerned with the remains of deities.

A number of new mechanics are introduced that deal with the remnants of the god, and are sources of power as well as plot devices. These are things like divinity sparks, energy pools, godsblood, godsflesh, and the demiurge, the semi-sentient lingering essence of a deity. These ideas are all parleyed into other mechanics, such as godsblood feats, godsflesh items and golems, and spells that allow the character to take advantage of energy pools.

Finally, a number of adventure ideas are offered that you can flesh out for your game.

Overall, I very much liked Requiem for a God... and I really thought I wouldn't. This book is a great catalyst for a creative DM who would rather not be saddled with an inflexible adventure but would still appreciate a few good ideas.

Score: 5/5

Path of the Sword

Path of the Sword focusses on the fighter, ranger, barbarian, and monk class. The book is a heavily player oriented book.

The book has a pretty good selection of prestige classes, especially the monk prestige classes, which are amongst the best monk prestige classes I have ever seen. Each prestige class is provided with an underlying organization that provides the class with a reason to exist. The organizations are fairly campaign portable.

The big innovation of the class books is the legendary classes. Legendary classes are targeted at characters in the teen levels. To enter one, you have to announce your intention two levels ahead of time and complete "quests." The classes are all 5 level classes, and receive a class ability at every level. This class ability is selected from a list, and each ability is keyed to the level at which the ability is taken.

For example, if two abilities grant the character +1 on saves per power level and +1 on attacks per power level, the character must choose which to take first. If the character takes the save bonus at first level and attack bonus at second level, the character will always only get +1 for saves and +2 to attack.

This is an interesting mechanic, as it makes the player think very hard when selecting abilities, and also makes the class very customizable.

The book has other information as well. A section on schools of combat introduces a variety of "fighting schools." Each school consists of ten maneuvers, and each costs experience to take, and grants the character a benefit similar to a feat. As mentioned elsewhere, I am not too thrilled by this mechanic, but it has a fair cost and some GMs may like it.

The book has several other resources for fighting characters and for GMs. Character can enjoy new weapons, new mounts, and so forth. The GM section has some interesting guidelines for running combats in exotic terrains.

Overall, I liked path of the sword very much, and it has some of the best prestige classes I have seen in a long time... if you are in the market for that sort of thing.

Score: 4/5
 

log in or register to remove this ad

Thanks, Alan! Admittedly, I'm generally more a fan of magic-users than fighter types, but Path of the Sword _sounds_ more interesting than Sword & Fist. Plus it has some OGC from Tournaments, Fairs, & Taverns.

How much are the 'Path' books? I might be able to swing that and Requiem.
 

Oathbound might be a bit above your budget at $40, and isn't supposed to be in stores for another week or so anyway (I got one from a minion who went to GenCon). However, it *does* look really nice (except for Todd Morasch's illustratioins - I didn't like those at all. Fortunately, he's not the only illustrator in the book).
It is a bit like Planescape, in that it provides somewhere to go for mid/high-level characters who have "outgrown" their home settings, or where the DM/players simply want a change of scenery. It also reminds me of Planescape due to it pulling in people from all sorts of settings. A third similarity to Planescape is the way the main book focuses on this HUGE city while taking an overview of the rest of the world ("rest of the world" gets 28 pages, the city of Penance gets 156) - though Penance is quite different from Sigil.
 

Xarlen said:
And here I thought that R&R2 was more tooled towards Druids.

Well it will probably have some focus with druids but it's a comphrensive look at more stuff in the Scarred Lands, especially relating to Termana.

Not to sway you but I hope Rangerman you might enjoy some of the Pr-classes in this book. They are VERY well done IMHO.
 

Well, I haven't finished Nyambe yet...

But I've read much more than half. And so far, it's got a pretty good shot of bumping Al-Qadim off the number one spot on my list of "Favorite settings inspired by non-Western cultures."

It's that good. It's better than that good. It manages to convey the African feel from the place names to the legends to the monsters to the classes to the folklore. And it all looks 100% mechanically sound.

I'm not sure if I'm going to write a full length review for it, and like I said, I haven't quite finished it. But if I had to rate it right now, it'd be 5/5.
 

Nyambe is *very* good, but not perfect, IMHO. :)

There's a few places (though it's not many) where the author's bias of how a game should probably be run intersects with how he designs rules. And that's kinda irksome, even if I do agree with him...shoulda been more open to different views.

On the plus side, they've got detailed infectious disease rules, which will be popping up a lot more in my campaign now that I've got some mechanics for them. The setting has also managed to capture the "we're not 'savage,' pal, we've just got no use for your little toys" ideal very well. It's one of the few products who has me looking for ways to insert a lot of it's ideas into my world.

All told, a very good, very flavorful setting with only a few minor stylistic problems.

Oathbound...I've been intrigued with this since hearing Brannon Hollingsworth and Ken Marble worked on it, and then finding out it has jellyfish as PC races.

I'm a sucker for weird stuff, but that's why I'm a PS goon. :)
 

The only one of these that I have read is Path of Magic, and like most of FFGs books, it has a lot of good ideas and is well put together, but had nothing that really blew me away.

It provides a lot of new material for wizards, sorcerers, and especially bards, doing a much better job than Song & Silence in terms of providing good options and viable prestige classes for them.

The prestige classes are for the most part imaginative and well-implemented, and each includes a sample organization to go with it. The legendary classes were less impressive, though they had some good ideas. The concepts seemed more generic to me than the prestige classes, and many of them suffered from the problem of not granting any spellcasting progression. While the abilities they grant are definitely nice, this is just too big of a handicap for most spellcasters to want them. The new alternate base classes are intriguing, though the ones with separate spell lists don't include guidelines for choosing spells from other sources to allow for them.

There are about 25 new feats, and for the most part they look like solid additions, though there are a few balance issues, and many simply grant bonuses to existing abilities.

My favorite part of the book is the chapter on performances of power, which gives bards wholly separate sets of abilities depending on whether they are singing, dancing, chanting, or playing an instrument, each of which is governed by a separate feat. In addition, there are rules for using music to enhance or repress another spellcaster, and for bards to pool their magic to create more powerful effects. All of the new items in this chapter look like they will make bards a lot more interesting and individualized to play.

The chapter on the spellcasters' world includes a new concept-spellcasting schools which offer a series of themed lessons for an XP cost. These look like a good way to personalize a spellcaster, and the costs are high enough to discourage casual interest. It also has sections on designing a wizard's tower and making organizations of spellcasters. These both look like the type of thing that is somewhat interesting but won't get all that much use.

Finally, there is a section on items of power, which I haven't finished reading yet. It is not a collection of new magic items, but rather three new types of item, the expencable focus, the font of power, and the eldritch staff, which appears to be a way to model the personal staffs often in fantasy literature.

Overall, Path of Magic offers a good variety of ways to make your character more interesting without falling into the trap of just making truckloads of feats, spells, and prestige classes. It has several annoying rules gaffes (not listing the type of bonus, not telling the type or use restrictions of an ability, Pclasses oriented toward bards that don't discuss how their abilities interact with bardic music, etc.), but these are easily fixed by an attentive DM.

Overall rating 4.5/5
 

Kamikaze Midget said:
Nyambe is *very* good, but not perfect, IMHO. :)

[snip]

All told, a very good, very flavorful setting with only a few minor stylistic problems.

Oathbound...I've been intrigued with this since hearing Brannon Hollingsworth and Ken Marble worked on it, and then finding out it has jellyfish as PC races.

I'm a sucker for weird stuff, but that's why I'm a PS goon. :)

Hmmm... damn. I was looking at the Nyambe "preview" because I am looking to inject some interesting things into a project I am working on. I really liked some of what I saw just skimming over it. How do they handle the OGC stuff in the final release Jacob? It was far too confusing and hodge-podge in the preview to make the content easily useable. Looking at the preview you were never sure exactly what it was you were free to use even though they seperated it in boxes since there were other aspects (like the class names) that were NOT in the boxes...

Other than that I think I might pick it up based on your review and what I saw in the preview. If you could answer the OGC question in the final that would be great since it gives me an idea how useable it would be to me.

-Will
 

Ryan,
I agree, those two ladies are pretty rough. I actually enjoy Scott and Comics Kindgom alot more, but he tends to have less d20 product than the Book Stan... and I guess I'm just spoiled. I like getting the product as earlier as possible. (Pretty horrible, I know.)

Next time you are down shoot me an email and we can meet somewhere.

Todd
 

Nyambe price

MeepoTheMighty said:
Well, you won't be able to pick up Nyambe for $30, I think the cover price is like $45. I saw it for $37 at my FLGS after a 20% discount.

Weird. The suggested retail price of Nyambe is US $37.95. So $37 even would be a slight discount, but not 20%...
 

Remove ads

Top