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Spellslinger
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<blockquote data-quote="Macbeth" data-source="post: 2058958" data-attributes="member: 11259"><p>Spellslinger is part of the Horizons line, a serires of one shot mini-settings from Fantasy Flight Games. It promises a system for running the wildwest, complete with shootouts, guns, and drinking. Plus elves, gnomes, and all the other fantsay races and creatures you'd expect.</p><p></p><p>And it delivers on its promise.</p><p></p><p>The book starts out with information on all the races in the PHB. All of the races are reworked at least partially, since Spellslinger has no multiclassing penalty and a revised skill list. Each race also gains proficiency in one exotic weapon specific to their race, such as the gnome contraption (the swiss army knife of guns). Spellslinger also introduces a new race, the wolf-like members of the pack. This is a +1 level adjustment race, but since Spellslinger characters begin at 3rd level by default, anybody can easily play one.</p><p></p><p>Next are the classes. Spellslinger only has 3 classes, which I found to be the biggest downside of the setting (but there are also brands, more on those later). They also introduce a new base attack bonus progression that begins at +2 at first level. Even though the authors say this should not cause problems, it seems that this, together with multiclassing, could be an issue. The three classes cover the archetypes of the fighter (Gunlsinger), the skills guy (Maverick), and the tough guy. None of the base classes learn spells (for magic you need brands). Each class also uses the core ability idea from Spycraft, which grants each class a certain ability only if it is taken at first level. This gives a nice extra element of diversity, since a Maverick 1/Gunslinger 2 will not be the same as a Gunslinger 2/Maverick 1.</p><p></p><p>Next come the brands and magic. Brands are effectively one level classes that can only be taken at first level. They represent people that are marked with magical features (such as a black hand or a glowing eye) that give them special powers. Examples include the Padre (a spellcaster something like a Bard/Cleric), the Blackhand (who eats or destroys magic) and the Pale Rider (who gets a summonable horse somewhat like a paladin's). Having the Padre, Skinwalker or Magi brand allows a character some spellcasting, which can be improved at higher levels. Spellcasting is handled by feats, with each level of spells being a 'circle,' which requires a feat. Not all levels of spells are available (so there's no need to worry about wish/miracle being thrown around), and each class has a specific spell list.</p><p></p><p>There are also a few new magical enhancements and one new spell. Nothing too special, but a nice touch to add something new to the campaign.</p><p></p><p>The next few sections cover skills, feats, and gear. Nothing too new here, with a good number of new feats, most of which are tied to a brand. The skills are paired down to a rather short but very efficent list, which I actually found quite nice. No need to have tumble and jump and a couple of other skils when you can just have Athletics. It might be slightly hard to manage in a long term campaign (since anybody could master a good cross section of skills with such a short list), but for the fast action of the wild west it seems appropriate.</p><p></p><p>Spellslinger also gives short rules for shoot outs and drinking. The drinking rules (liek much of the book) seemed a little to brief, and the slightly longer shoot out rules seemed to have the same problem. Niether area is really defficent, they just leave you wanting more.</p><p></p><p>Next comes setting information, followed by monsters. The monsters are nothing too special, though the horse like carniverous thrace are a nice touch, giving a cowboy a mount that may be feared as much as the person riding it. All mosters from other d20 settings and books should be useable, and the book notes as much, with some very brief advice on adjusting them. The setting is overly vague, but holds a lot of promise. I liked the feel I was getting from it, but just when I felt I started to get into the swing of the Territories (the default setting) the chapter was over.</p><p></p><p>Overall, this book is all good, but just too short. Even as a mini-game, it just seems too short for the price. If there was another few chapters, maybe a couple more classes or even some prestige classes, I could have easily given this book a 5/5. However, I just didn't feel like there was enough here to read. Everything in the book I liked, and it seemd fun and reasonably balanced, but there's not enough material to run more then a few sessions without things getting boring. I really would have liked another base class, maybe by dividing the maverick into a 'tricky' version and a 'charismatic' version, with one focusing on physcial skills and one on social skills. A physical combat class designed for brawlers might be good too, but would have to be carefully balanced with the firearms in the setting.</p><p></p><p>Ultimately, I would give Spellslinger a 4/5, but it has great potential. It really comes down to cost versus length, and it just ends up being a little too short. However, this is a very enthusiastic 4/5, since I found what material there was very good. Really, I highly recommend this book, but I just can't justify 5/5 for such a small amount of material coverng such a broad topic.</p></blockquote><p></p>
[QUOTE="Macbeth, post: 2058958, member: 11259"] Spellslinger is part of the Horizons line, a serires of one shot mini-settings from Fantasy Flight Games. It promises a system for running the wildwest, complete with shootouts, guns, and drinking. Plus elves, gnomes, and all the other fantsay races and creatures you'd expect. And it delivers on its promise. The book starts out with information on all the races in the PHB. All of the races are reworked at least partially, since Spellslinger has no multiclassing penalty and a revised skill list. Each race also gains proficiency in one exotic weapon specific to their race, such as the gnome contraption (the swiss army knife of guns). Spellslinger also introduces a new race, the wolf-like members of the pack. This is a +1 level adjustment race, but since Spellslinger characters begin at 3rd level by default, anybody can easily play one. Next are the classes. Spellslinger only has 3 classes, which I found to be the biggest downside of the setting (but there are also brands, more on those later). They also introduce a new base attack bonus progression that begins at +2 at first level. Even though the authors say this should not cause problems, it seems that this, together with multiclassing, could be an issue. The three classes cover the archetypes of the fighter (Gunlsinger), the skills guy (Maverick), and the tough guy. None of the base classes learn spells (for magic you need brands). Each class also uses the core ability idea from Spycraft, which grants each class a certain ability only if it is taken at first level. This gives a nice extra element of diversity, since a Maverick 1/Gunslinger 2 will not be the same as a Gunslinger 2/Maverick 1. Next come the brands and magic. Brands are effectively one level classes that can only be taken at first level. They represent people that are marked with magical features (such as a black hand or a glowing eye) that give them special powers. Examples include the Padre (a spellcaster something like a Bard/Cleric), the Blackhand (who eats or destroys magic) and the Pale Rider (who gets a summonable horse somewhat like a paladin's). Having the Padre, Skinwalker or Magi brand allows a character some spellcasting, which can be improved at higher levels. Spellcasting is handled by feats, with each level of spells being a 'circle,' which requires a feat. Not all levels of spells are available (so there's no need to worry about wish/miracle being thrown around), and each class has a specific spell list. There are also a few new magical enhancements and one new spell. Nothing too special, but a nice touch to add something new to the campaign. The next few sections cover skills, feats, and gear. Nothing too new here, with a good number of new feats, most of which are tied to a brand. The skills are paired down to a rather short but very efficent list, which I actually found quite nice. No need to have tumble and jump and a couple of other skils when you can just have Athletics. It might be slightly hard to manage in a long term campaign (since anybody could master a good cross section of skills with such a short list), but for the fast action of the wild west it seems appropriate. Spellslinger also gives short rules for shoot outs and drinking. The drinking rules (liek much of the book) seemed a little to brief, and the slightly longer shoot out rules seemed to have the same problem. Niether area is really defficent, they just leave you wanting more. Next comes setting information, followed by monsters. The monsters are nothing too special, though the horse like carniverous thrace are a nice touch, giving a cowboy a mount that may be feared as much as the person riding it. All mosters from other d20 settings and books should be useable, and the book notes as much, with some very brief advice on adjusting them. The setting is overly vague, but holds a lot of promise. I liked the feel I was getting from it, but just when I felt I started to get into the swing of the Territories (the default setting) the chapter was over. Overall, this book is all good, but just too short. Even as a mini-game, it just seems too short for the price. If there was another few chapters, maybe a couple more classes or even some prestige classes, I could have easily given this book a 5/5. However, I just didn't feel like there was enough here to read. Everything in the book I liked, and it seemd fun and reasonably balanced, but there's not enough material to run more then a few sessions without things getting boring. I really would have liked another base class, maybe by dividing the maverick into a 'tricky' version and a 'charismatic' version, with one focusing on physcial skills and one on social skills. A physical combat class designed for brawlers might be good too, but would have to be carefully balanced with the firearms in the setting. Ultimately, I would give Spellslinger a 4/5, but it has great potential. It really comes down to cost versus length, and it just ends up being a little too short. However, this is a very enthusiastic 4/5, since I found what material there was very good. Really, I highly recommend this book, but I just can't justify 5/5 for such a small amount of material coverng such a broad topic. [/QUOTE]
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