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<blockquote data-quote="Gundark" data-source="post: 2010770" data-attributes="member: 6148"><p>Well I bought this book based on the reviews here and the discussion of the book on the enworld message boards. I am running a steampunk campaign right now so this book really had some appeal for me. There have been some in depth reviews already. So I’ll just limit my comments to the things that I liked and disliked about the book. </p><p></p><p>THE GOOD: There is a lot of good to this book. The opening chapter really does a good job in creating a mood and ways to integrate the steamworks into your existing campaign. I like the idea that the chapter didn’t just focus on steam (it could be magic, bound demons, etc). Some people mentioned that the book was too Victorian for their liking. I this is just the general feel of the artwork and shouldn’t be worried about. I also liked that the book went over the core classes and explained ways that the classes would work in a steampunk setting. Some of the prestige classes are well done too, the Demolitionist, Gun Glyph (although the new gun mage from privateer press seemed to be a lot better), Rocket Ace, and the steamcraft mage were some of my favourites. </p><p> The chapter on Feats presents some neat ideas Riposte, Rapid reload, mad bomber were some of my favourites. Chapter 4 on equipment was very good, the different clockwork devices and firearms will add a bit. I enjoyed the different types of firearms that the book speaks of and rules for cannons (i.e. Grape shot).</p><p></p><p>THE BAD: While this book had many good points there was some bad as well. When it comes to adding new core classes I like to see something that I couldn’t just re-create with the existing core classes. The Animal lord and Musketeer are examples of core classes that I felt you could (mostly) re-create with the existing core classes (The Gun Mage from privateer press is an example of an innovative core class). The artificer did make a good core class idea I just felt uninspired by the way it was done. The BAB bonus is the same as a wizard without the spells; yes he can create steam craft items but so what. I can see a player playing the steam works creations more than the actual artificer. The Artificer is basically a steampunk rigger; however I just didn’t see the fun in playing one. As well some of the prestige classes were a waste of space. The Brawler, the Noble bodyguard, the Street runner and the Physician (in a world of divine magic why would this character even exist?) are some examples. </p><p> While a really cool idea the steampowered armour could become really unbalancing (the book does warn of this). I would be careful when letting this fall into the hands of PCs. </p><p> The spells were by in large uninspiring, nothing there really stood out at me. Examples were the lighting missile (who would use this over magic missile). Summon Golem (um…can you say broken?). Power word laughter and sleep (no saving throw for creatures of less than a 100 hp? Ouch!).</p><p> The Steam craft vehicles chapter turned out to be just about movement and vehicle combat. I was really looking for rules to make my own steam powered creations, this was a big disappointment. </p><p> Lastly not a huge problem, the book is 3.0 not 3.5. This actually was probably not even worth mentioning. </p><p></p><p>THE UGLY: well this book (and d20 in particular) has one ugly that I just can’t stand and this is the plethora of prestige classes. Maybe it goes back to my days of Rifts (shudder) with the tons of O.C.C.s. I HATE buying a book and finding so much room taken up to prestige classes and a large portion of this book is prestige classes (49 pages!!!). I would have much preferred that they didn’t have so many PrCs and focused on the parts of the books that were lacking (making steam vehicles for example). To keep beating the Steamcraft vehicles horse, chapter 5 felt really rushed. If there wasn’t so many PrCs more care could have been taken for this chapter. </p><p></p><p>THE VERDICT: Should you buy this book? Well It really depends. If you like Prcs then go for it. This book was slightly laking (IMHO) in steamtech items (Prestige classes and guns got the most attention). Now while there are some, there's not really a lot. Overall I am looking forward to seeing what the iron kingdoms (privateer press) and Steam and steel (EN publishing)has to offer. The book is just okay good at helping you with the Steam(punk)tech setting.</p></blockquote><p></p>
[QUOTE="Gundark, post: 2010770, member: 6148"] Well I bought this book based on the reviews here and the discussion of the book on the enworld message boards. I am running a steampunk campaign right now so this book really had some appeal for me. There have been some in depth reviews already. So I’ll just limit my comments to the things that I liked and disliked about the book. THE GOOD: There is a lot of good to this book. The opening chapter really does a good job in creating a mood and ways to integrate the steamworks into your existing campaign. I like the idea that the chapter didn’t just focus on steam (it could be magic, bound demons, etc). Some people mentioned that the book was too Victorian for their liking. I this is just the general feel of the artwork and shouldn’t be worried about. I also liked that the book went over the core classes and explained ways that the classes would work in a steampunk setting. Some of the prestige classes are well done too, the Demolitionist, Gun Glyph (although the new gun mage from privateer press seemed to be a lot better), Rocket Ace, and the steamcraft mage were some of my favourites. The chapter on Feats presents some neat ideas Riposte, Rapid reload, mad bomber were some of my favourites. Chapter 4 on equipment was very good, the different clockwork devices and firearms will add a bit. I enjoyed the different types of firearms that the book speaks of and rules for cannons (i.e. Grape shot). THE BAD: While this book had many good points there was some bad as well. When it comes to adding new core classes I like to see something that I couldn’t just re-create with the existing core classes. The Animal lord and Musketeer are examples of core classes that I felt you could (mostly) re-create with the existing core classes (The Gun Mage from privateer press is an example of an innovative core class). The artificer did make a good core class idea I just felt uninspired by the way it was done. The BAB bonus is the same as a wizard without the spells; yes he can create steam craft items but so what. I can see a player playing the steam works creations more than the actual artificer. The Artificer is basically a steampunk rigger; however I just didn’t see the fun in playing one. As well some of the prestige classes were a waste of space. The Brawler, the Noble bodyguard, the Street runner and the Physician (in a world of divine magic why would this character even exist?) are some examples. While a really cool idea the steampowered armour could become really unbalancing (the book does warn of this). I would be careful when letting this fall into the hands of PCs. The spells were by in large uninspiring, nothing there really stood out at me. Examples were the lighting missile (who would use this over magic missile). Summon Golem (um…can you say broken?). Power word laughter and sleep (no saving throw for creatures of less than a 100 hp? Ouch!). The Steam craft vehicles chapter turned out to be just about movement and vehicle combat. I was really looking for rules to make my own steam powered creations, this was a big disappointment. Lastly not a huge problem, the book is 3.0 not 3.5. This actually was probably not even worth mentioning. THE UGLY: well this book (and d20 in particular) has one ugly that I just can’t stand and this is the plethora of prestige classes. Maybe it goes back to my days of Rifts (shudder) with the tons of O.C.C.s. I HATE buying a book and finding so much room taken up to prestige classes and a large portion of this book is prestige classes (49 pages!!!). I would have much preferred that they didn’t have so many PrCs and focused on the parts of the books that were lacking (making steam vehicles for example). To keep beating the Steamcraft vehicles horse, chapter 5 felt really rushed. If there wasn’t so many PrCs more care could have been taken for this chapter. THE VERDICT: Should you buy this book? Well It really depends. If you like Prcs then go for it. This book was slightly laking (IMHO) in steamtech items (Prestige classes and guns got the most attention). Now while there are some, there's not really a lot. Overall I am looking forward to seeing what the iron kingdoms (privateer press) and Steam and steel (EN publishing)has to offer. The book is just okay good at helping you with the Steam(punk)tech setting. [/QUOTE]
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