The Enchiridion of Treasures and Objects d'Art
S.T. Cooley Publishing (Spencer "The Sigil" Cooley)
PDF (available at www.RPGNow.com)
Pretty: 144 pages (1 page TOC, 1 page OGL, 1 page reprinted tables, not counting covers)
Printer: 138 pages (1 page TOC, 1 page OGL, 1 page reprinted tables, not counting covers)
$12.95 (I got it on special for $10)
This is not a playtest review.
The other day I saw
The Enchiridion of Treasures and Objects d'Art (hereafter
The EoTaOdA) on the RPGNow best sellers list. I decided to take a look at it. There was only one meaningful comment, but it was a bit vague. The Demo looked good, but raised a few questions, which were promptly answered by the author via e-mail. While I was unsure about part of it (I'll go into that later), I decided to take the plunge and spent the $10, more than I've ever spent on a pdf before.
The EoTaOdA comes with a "pretty" version, a "printer-friendly" version, and simple Excel spreadsheet that helps with some of the
The EoTaOdA's formulas. Neither version has a lot of art, and there are a couple of pictures in the printer-friendly version that aren't really necessary and don't look printer-friendly, either. The covers on the Printer-friendly version are also full-color, where black and white would have been more appropriate. The layout had two justified columns. While some people don't like justified margins, I do, even though it gives you the oddly spaced line now and then.
Oddly enough, I prefer the printer version. It looks a lot more plain, but the border art on the pretty version intrudes on the column a bit too much for my taste. Page counts below are for the printer version, since that's the version I'll likely be using.
Foreword & Chapter 1: Introduction/How to Use. (4 pages) Just that. These sections would probably be very helpful if they were placed in the demo PDF, but are useful here, too. [4]
Chapter 2: New Methods, Old Skills. (7 pages) Revamps Alchemy, Craft, Herbalism and Profession with new rules for creating items and a new economic system that are more realistic than the core rules. While I've seen the core versions challenged many times in various places, I haven't noticed any real problem with them in the campaign I'm playing in, so your mileage may vary on these rules. I'll probably try them out when I start DMing, though. This section also expands Appraise, Knowledge (although which is never specified), and Spellcraft to handle the new materials presented in Chapter 7. [4]
Chapter 3: Ensorcelling Items. (3 pages) I'll come back to this one after Chapter 7.
Chapter 4: Treasure Hoard Generation. (1 page) Ever wonder why those of orc bandits that have been raiding caravans for months have nothing but coins? This chapter includes suggestions on making more realistic treasures. [4]
Chapter 5: Item Types. (2 pages) Explains broad groups of items and which Craft skill would be required to make them. Everything here seemed really obvious. [3]
Chapter 6: Material Families. (3 pages) Overview of different material families. While this information is also pretty obvious, there is some very useful details here, including a chart showing circumstance penalties for working with unfamiliar materials. [4]
Chapter 7: Materials. (81 pages) Ah, this is the bulk of the book, and it's biggest selling point for me. This chapter includes pages and pages of various exotic materials. Each material is presented with the following information:
- Weight factor. (Weight relative to metal or wood. The default metal is steel, and the default wood is oak.)
- Cost/lb.
- Hardness.
- HP/inch.
- Craft DC. (Modifier to the Craft DC when working with this material.)
- Progress Check. (Modifier to the Craft Progress Check when working with this material.)
- Description. (Physical description.)
- Essential Power. (All materials have latent, inherent natural magical properties that can be awakened through a process called "ensorcelling" that is described in Chapter 3. Ensorcelled items provide minor bonuses, most of which are derived from real-world myths/legends/superstitions.)
- Market Price. (The market price increase for the ensorcelled material.)
- XP to Ensorcel (The XP cost to ensorcel the material using the default method presented in Chapter 3.)
Now, I have to admit that I have not read though every entry (yet). I have read a random selection, though, and this chapter looks fantastic. I really, really can't wait to use this stuff. If the variety made possible by these materials is great, then the essential powers are even better! This chapter alone almost ensures that I got my $10 worth. [5]
Chapter 3: Ensorcelling Items. (3 pages) I originally had mixed feelings about the process of ensorcelling items. You see, using the default method, the spellcaster has to
permanently sacrifice spell slots to gain the ability to ensorcel. The number and level of spell slots sacrificed determines the power of the materials that can be ensorcelled.
Now, I'm currently playing a wizard, and my first thought was that there was no way I'd ever even consider giving up spell slots. But the more I think about it, the more I can see how some wizards might. Even though my current character wouldn't, I can see how my previous wizard might have done it. And that's probably a good sign of game balance--some might want it, but it's not so bad that you'd have to be a fool to take it or so good that you'd have to be a fool not to.
There is also the option of using the Craft Wondrous Item feat to ensorcel items, but this method incurs double the XP cost and a gp cost equal to the market price.
So, while my first impulse was to scrap this whole chapter and make an Ensorcel Item feat, I think I like the author's way better. And the more I think about it, the better it sounds. [5]
Chapter 8: Special Components. (14 pages) Special components are kind of like templates for items. This section includes lots of OGC material from the Heroes of High Favor series from Bad Axe Games. Like Chapter 7, this stuff is practically begging to be used. [5]
(As a side note, I've been considering buying the HoHF series from Bad Axe Games for a while, and the cool stuff included here has tipped the scales in Bad Axe's favor. That's why it's good to share quality content--everyone benefits.)
Appendix A: Items List. (6 pages) A long list of trade goods with associated Craft DC's, material types, and weights. Some of the DC's seem a bit off--for example, a stool (furniture) has a Craft DC of 29, which seems a bit high (especially compared to the bucket's DC 19), while a glass pentacle is only DC 13 (especially compared to a glass beaker, which is DC 25). [3]
Appendix B: Craft Rule Examples. (3 pages) I didn't think these were necessary, since I thought the rules were fairly clear, but I can imagine that they would be helpful to some. [4]
Appendix C: New Spells. (1 page) 4 new spells (or possibly OGL. I didn't recognize them, but I only have one of the 4 magic books reference in Appendix E.)
Lesser invisibility (invisibility but with concentration) and
staunch wounds (counters the wounding ability) seemed good, but
stonesmelt and
woodsmelt didn't make a whole lot of sense to me (possibly due to nonsensical stuff in the flavor text). [3]
Appendix D: Tables. (1 page) Reprinted tables from previous chapters. The population/total cash on hand table has a formatting problem in both versions of the PDF that causes a couple of lines to be lost. [2]
Appendix E: OGL/Legal. (1 page) Everything except some names and the art is OGL! Woohoo! Section 15 refers to several other products.
Conclusion. The EoTaOdA is great! If you're tired of cookie-cutter +1 swords, or are just looking for a little variety to spice up your treasures, then
The EoTaOdA is definitely for you. While I was a bit reluctant to spend $10 on a PDF, it was well worth the price.
Other than the quibbles I mentioned before and a couple of typos/formatting errors, I only have one complaint: I'm going to have to print this monster out. Even if I only print out the parts I'll use the most (Chapters 7 & 8), that's a whopping 95 pages. I'd love to see a print version of this (along with a discount for PDF purchasers like myself, since I'd feel compelled to buy it).
Anyway, while
The EoTaOdA wasn't perfect, it's so close and so incredibly cool that I really can't bring myself to rate it lower than a [5]. Kudos to The Sigil!