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Tell me about some non-core/3rd party Druid Circles
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<blockquote data-quote="Quickleaf" data-source="post: 9245142" data-attributes="member: 20323"><p>That's really hard to say... I normally don't recommend player-facing content since my lens is usually as a GM and imho every piece of player-facing rules needs to be closely evaluated on its own merits & in comparison to what's existing in the game. What I have read of the booklet is good, but the hardcover/softcover POD is probably a bit overpriced for what you get (I say this cautiously as I agree we all need to get comfortable paying for what RPG products are actually worth).</p><p></p><p>Basically, it's very eclectic, divided into two parts: half player-facing content (mostly subclasses, but some really cool backgrounds, and a "feyblood" race), the other half is GM stuff (some mediocre house rules, some really cool magic items, an adventure (haven't read or run it), and couple dryad & gen monsters (standard 5e fare).</p><p></p><p>I've only read the druid, fighter, and rogue subclasses...</p><ul> <li data-xf-list-type="ul">Druid - Circle of Seasons is a cool idea but it feels unfinished, could have done a lot more with the shroud idea. Not sure if I'm being overly critical because I'm just sick and tired of the lackluster 5e design that so many third-parties emulate. I'd give it an A- grade.</li> <li data-xf-list-type="ul">Druid - Circle of the Spiritlords are all about empowering an ironwood mask they wear - again, the design moves are conservative (do i really need the option to switch between 2 cantrips?), but the features do build on each other nicely. I'd give it a B.</li> <li data-xf-list-type="ul">Fighter - Dragoon is a mounted warrior which avoids the risk these sorts of subclasses have when it comes to lots of D&D happening unmounted. Some of the features like Line Breaker have nice utility, and then get even better when mounted, which is great design. The capstone borrowing from ranger's Natural Explorer is weird - overall a weird blend of features with a few standouts. I'd give it a C+ grade.</li> <li data-xf-list-type="ul">Fighter - Runeguard is an alternate take on that UA Rune Knight (?). It uses a solid overarching design - bonus action to enhance attacks, reaction to enhance defenses, action to enhance other abilities. Not sure why they felt a need to limit Eyes of the Arcanist (like warlock's detect magic invocation but limited to writing) to be #/day. This is what I mean by conservative design. There's a lot happening with the runes themselves, but everything seem balanced. For example, one gives you the ability to ignore difficult terrain walk across still or even water, which is kinda like that monk feature, but this requires an action to activate and you must take a short rest before using again. I'd give it a B+.</li> <li data-xf-list-type="ul">Rogue - Divine Herald has flavor reminding me of 4th edition's Avenger class, and operates like a mirror of the Arcane Trickster. But your Sneak Attack damage is either radiant or necrotic! Wow! More conservative design on skill-focused features, a pseudo-steal of the Assassin rogue's Infiltration Expertise - which is meh, shouldn't rogue be able to do this anyhow? But then some nice higher level features that are more interesting and less conservative. I give it a B+ as well, what's there is OK, but could have used more creativity or more adaptation of the Avenger.</li> </ul><p>There are many more subclasses that I haven't had a chance to read...</p><ul> <li data-xf-list-type="ul">Barbarian - Path of the Courageous Heart, Path of the Red Reaver, Path of Sacred Kin</li> <li data-xf-list-type="ul">Bard - College of Discord, College of Keys, College of Mourning</li> <li data-xf-list-type="ul">Cleric - Entropy, Survival</li> <li data-xf-list-type="ul">Monk - Way of Atonement, Way of Empathy</li> <li data-xf-list-type="ul">Paladin - Oath of Predation, Oath of Providence</li> <li data-xf-list-type="ul">Ranger - Burghal Explorer, Wasteland Wanderer</li> <li data-xf-list-type="ul">Sorcerer - Fey Magic</li> <li data-xf-list-type="ul">Warlock - The Chaos, The Noble Genie (the noble genie here is OK, but I think there's more creative stuff in either the WotC version or my version adapted in the <a href="https://www.dmsguild.com/product/229989/Players-Companion" target="_blank">Player's Companion</a>)</li> <li data-xf-list-type="ul">Wizard - Beguiler, Mage Hunter, School of Reconstruction</li> </ul><p>Overall, the balance in <em>Xanathar's Lost Notes to Everything Else </em>seems on point, but the design leans to the conservative; some top notch design thinking like you can expect from James Haeck, James Introcaso, Rich Lescouflair, Shawn Merwin, and Will Doyle. It does feel like it cleaves more to the "WotC Way." It compares favorably to the <em>Player's Companion</em>, though there's more packed into that product at a better price, and I have a soft spot for anything involving M.T. Black and Jeremy Forbing. I think it also compares favorably to <a href="https://preview.drivethrurpg.com/en/product/354825/Galders-Gazetteer" target="_blank"><em>Galder's Gazetteer</em></a><em>, </em>the philanthropic compilation put together by Zipperon Disney, though that one is muuuch less balanced but has more creative stuff happening.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9245142, member: 20323"] That's really hard to say... I normally don't recommend player-facing content since my lens is usually as a GM and imho every piece of player-facing rules needs to be closely evaluated on its own merits & in comparison to what's existing in the game. What I have read of the booklet is good, but the hardcover/softcover POD is probably a bit overpriced for what you get (I say this cautiously as I agree we all need to get comfortable paying for what RPG products are actually worth). Basically, it's very eclectic, divided into two parts: half player-facing content (mostly subclasses, but some really cool backgrounds, and a "feyblood" race), the other half is GM stuff (some mediocre house rules, some really cool magic items, an adventure (haven't read or run it), and couple dryad & gen monsters (standard 5e fare). I've only read the druid, fighter, and rogue subclasses... [LIST] [*]Druid - Circle of Seasons is a cool idea but it feels unfinished, could have done a lot more with the shroud idea. Not sure if I'm being overly critical because I'm just sick and tired of the lackluster 5e design that so many third-parties emulate. I'd give it an A- grade. [*]Druid - Circle of the Spiritlords are all about empowering an ironwood mask they wear - again, the design moves are conservative (do i really need the option to switch between 2 cantrips?), but the features do build on each other nicely. I'd give it a B. [*]Fighter - Dragoon is a mounted warrior which avoids the risk these sorts of subclasses have when it comes to lots of D&D happening unmounted. Some of the features like Line Breaker have nice utility, and then get even better when mounted, which is great design. The capstone borrowing from ranger's Natural Explorer is weird - overall a weird blend of features with a few standouts. I'd give it a C+ grade. [*]Fighter - Runeguard is an alternate take on that UA Rune Knight (?). It uses a solid overarching design - bonus action to enhance attacks, reaction to enhance defenses, action to enhance other abilities. Not sure why they felt a need to limit Eyes of the Arcanist (like warlock's detect magic invocation but limited to writing) to be #/day. This is what I mean by conservative design. There's a lot happening with the runes themselves, but everything seem balanced. For example, one gives you the ability to ignore difficult terrain walk across still or even water, which is kinda like that monk feature, but this requires an action to activate and you must take a short rest before using again. I'd give it a B+. [*]Rogue - Divine Herald has flavor reminding me of 4th edition's Avenger class, and operates like a mirror of the Arcane Trickster. But your Sneak Attack damage is either radiant or necrotic! Wow! More conservative design on skill-focused features, a pseudo-steal of the Assassin rogue's Infiltration Expertise - which is meh, shouldn't rogue be able to do this anyhow? But then some nice higher level features that are more interesting and less conservative. I give it a B+ as well, what's there is OK, but could have used more creativity or more adaptation of the Avenger. [/LIST] There are many more subclasses that I haven't had a chance to read... [LIST] [*]Barbarian - Path of the Courageous Heart, Path of the Red Reaver, Path of Sacred Kin [*]Bard - College of Discord, College of Keys, College of Mourning [*]Cleric - Entropy, Survival [*]Monk - Way of Atonement, Way of Empathy [*]Paladin - Oath of Predation, Oath of Providence [*]Ranger - Burghal Explorer, Wasteland Wanderer [*]Sorcerer - Fey Magic [*]Warlock - The Chaos, The Noble Genie (the noble genie here is OK, but I think there's more creative stuff in either the WotC version or my version adapted in the [URL='https://www.dmsguild.com/product/229989/Players-Companion']Player's Companion[/URL]) [*]Wizard - Beguiler, Mage Hunter, School of Reconstruction [/LIST] Overall, the balance in [I]Xanathar's Lost Notes to Everything Else [/I]seems on point, but the design leans to the conservative; some top notch design thinking like you can expect from James Haeck, James Introcaso, Rich Lescouflair, Shawn Merwin, and Will Doyle. It does feel like it cleaves more to the "WotC Way." It compares favorably to the [I]Player's Companion[/I], though there's more packed into that product at a better price, and I have a soft spot for anything involving M.T. Black and Jeremy Forbing. I think it also compares favorably to [URL='https://preview.drivethrurpg.com/en/product/354825/Galders-Gazetteer'][I]Galder's Gazetteer[/I][/URL][I], [/I]the philanthropic compilation put together by Zipperon Disney, though that one is muuuch less balanced but has more creative stuff happening. [/QUOTE]
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