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<blockquote data-quote="Saeviomagy" data-source="post: 2198028" data-attributes="member: 5890"><p>Good things:</p><p></p><p>Interesting levelling system - get good THEN level up.</p><p></p><p>A world that makes sense - there is a REASON that the world is largely unexplored, and dungeons abound</p><p></p><p>Neat mechanics - you get to use ALL of your polyhedrons! They flow pretty well too.</p><p></p><p>The concept that EVERYONE who is really good at stuff uses magic to do it is very interesting.</p><p></p><p>magic items that level up, force the PC's to discover their history AND provide plot hooks.</p><p></p><p>Bad things:</p><p></p><p>Nonsensical progressions - some higher level spells are really lame, and some lower level spells are awesome. Some just seem to be plopped in randomly.</p><p>Thieves get the detect/disable traps talents at something like 5th level (which is quite a ways on...), but ANYONE can take the skill at 1st. And if you're a thief, you get no bonus for having the skill as well as the talent. So the result is that the thief is the LEAST likely to be good with traps until 5th level, at which point he'll suddenly become the best. Other skills/talents/archetypes have the same problems.</p><p></p><p>Random layout - Really bad. It's impossible to find a rule in the thing.</p><p></p><p>Restrictive archetypes - these are good and bad - good in that they give newbies a place to start from, and bad in that they can really limit creativity. I'd like to see these replaced with something a bit more flexible (even just a guide to producing your own archetypes quickly and easily)</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2198028, member: 5890"] Good things: Interesting levelling system - get good THEN level up. A world that makes sense - there is a REASON that the world is largely unexplored, and dungeons abound Neat mechanics - you get to use ALL of your polyhedrons! They flow pretty well too. The concept that EVERYONE who is really good at stuff uses magic to do it is very interesting. magic items that level up, force the PC's to discover their history AND provide plot hooks. Bad things: Nonsensical progressions - some higher level spells are really lame, and some lower level spells are awesome. Some just seem to be plopped in randomly. Thieves get the detect/disable traps talents at something like 5th level (which is quite a ways on...), but ANYONE can take the skill at 1st. And if you're a thief, you get no bonus for having the skill as well as the talent. So the result is that the thief is the LEAST likely to be good with traps until 5th level, at which point he'll suddenly become the best. Other skills/talents/archetypes have the same problems. Random layout - Really bad. It's impossible to find a rule in the thing. Restrictive archetypes - these are good and bad - good in that they give newbies a place to start from, and bad in that they can really limit creativity. I'd like to see these replaced with something a bit more flexible (even just a guide to producing your own archetypes quickly and easily) [/QUOTE]
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