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The New Argonauts
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<blockquote data-quote="Crothian" data-source="post: 2011869" data-attributes="member: 232"><p>New Argonauts</p><p></p><p> The age of heroes has swerved as inspiration to many gamers for years. The old stories of the Greek gods and the heroes that challenged and served them still resonate today. There have been a few good products that covers this but the Argonauts is easily one of the best that has.</p><p></p><p> The Argonauts is a new PDF by Sean K Reyonlds. It is a sixty five page PDF that arrives in a zip file a little over two megs in size. The book has great classic al art from the Greek Ages. It is well laid out and book marked.</p><p></p><p> The book starts of with a great section detailing what the book is and what the book is not. The book is an aid to help play in the era of Greek heroes and it is not a historically heavy or one hundred percent accurate book. It is designed for role playing in the d20 rules but the ideas could be used in other systems with a lot of help. The book is designed for an Argonauts like campaign with enough material for about a dozen or so sessions. </p><p></p><p> The book starts with a good explanation of what type of characters are suitable for this setting. It is a setting where magic is a lot different and mostly weaker and the heroes are more often fighter and rogue types. There is only one spell casting class here and that is the new Hellenic Sorcerer. While the class selection is a lot more limited there area few new feats that really add definition to a character. The old bard class is not suitable since it has a lot of spell casting so instead any character can take the Orphean Music feat. There are feats for clerics and healers as well. The few feats all add a great addition to the game and make the characters fit the roles they want with out over balancing the campaign as many spell casters can. </p><p></p><p> The new class the Hellenic sorceress is a little like the Sorcerer of the Players Handbook. They do get more hit points and more skill points. But they have a much smaller list of spells they can learn and their spells go up to only fifth level. They learn higher level spell slots and can slowly increase the DC of known spells. Their casting procession is very much like the PHB class. </p><p></p><p> Another great option they have for the characters are bloodlines of the gods. They add a little power to the character and are not as powerful as the ones seen in Unearthed Arcana. These only add a single ability though there are minor, lesser, and major bloodlines. The minor ones give basically skill focus to two of the skills listed. Each god has a small selection of skills. The Lesser ones grant +2 to one of the attributes listed for each god. And the greater ones are either a small bonus or a spell that can be cast once a day. </p><p></p><p> There are a few rule variants that are suggested to help get the feeling of this world verse the more traditional ones. For instance there are some great ways to make poison linger and be a bit more deadly. There are rules for donations to a church and the effect that can have when a character requests intervention from his god or goddess. All these rules add a nice layer to the game and make the game a bit different and add a lot of feel for the setting. I especially like the donations and intervention rules. They are simple to use and make donating seem more attractive to players. </p><p></p><p> There are some new and modified spells introduced. Again it is a little lower magic power wise and the new spells reflect that. My favorite would have to be Dragon Chariot. It summons a chariot pulled by dragons to carry you where you want. The new magical items are also very much on par with the setting. There are a few new elixirs and items from creatures like boars and hydras. </p><p></p><p> There is a lot of great culture information. I think this might be the best chapter and easiest to use by anyone. This information can be applied to one’s own campaign world if one would like a country or city state to have a Greek feeling. The book does not shy away from slaves or homosexuality either. They are presented as a matter of fact as the topics were in the times of the Greeks. The gods are also given a lot of nice detail. Many are briefly explained and there are some nice diagrams showing the relationship between the god sand the titans. The culture section really concludes with a nice over view of the history and a few surrounding cultures. </p><p></p><p> Running the campaign is another area that can easily be used by people not wanting a purely Greek campaign. It has as some great ideas from different encounters and events that can really add to a game like the use of an oracle, travels to far lands, interesting arrivals of people, etc. It really has a lot of good information that should be able to bring out the creativity in many DMs. The campaign itself is laid out in nine sessions over views but they can easily be expanded on and added to. </p><p></p><p> There area lot of really good monsters presented here but they are a little weak for at traditional game since the power levels are a bit reduced. So, while they can easily be used outside the setting, I would increase their power a bit in places. </p><p></p><p> Overall this is a very strong book that covers the Greeks well. I think adding to it other books like OGL Ancients and Relics and Rituals Olympus will work very well. The R&R Olympus book will work better then Ancients though.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2011869, member: 232"] New Argonauts The age of heroes has swerved as inspiration to many gamers for years. The old stories of the Greek gods and the heroes that challenged and served them still resonate today. There have been a few good products that covers this but the Argonauts is easily one of the best that has. The Argonauts is a new PDF by Sean K Reyonlds. It is a sixty five page PDF that arrives in a zip file a little over two megs in size. The book has great classic al art from the Greek Ages. It is well laid out and book marked. The book starts of with a great section detailing what the book is and what the book is not. The book is an aid to help play in the era of Greek heroes and it is not a historically heavy or one hundred percent accurate book. It is designed for role playing in the d20 rules but the ideas could be used in other systems with a lot of help. The book is designed for an Argonauts like campaign with enough material for about a dozen or so sessions. The book starts with a good explanation of what type of characters are suitable for this setting. It is a setting where magic is a lot different and mostly weaker and the heroes are more often fighter and rogue types. There is only one spell casting class here and that is the new Hellenic Sorcerer. While the class selection is a lot more limited there area few new feats that really add definition to a character. The old bard class is not suitable since it has a lot of spell casting so instead any character can take the Orphean Music feat. There are feats for clerics and healers as well. The few feats all add a great addition to the game and make the characters fit the roles they want with out over balancing the campaign as many spell casters can. The new class the Hellenic sorceress is a little like the Sorcerer of the Players Handbook. They do get more hit points and more skill points. But they have a much smaller list of spells they can learn and their spells go up to only fifth level. They learn higher level spell slots and can slowly increase the DC of known spells. Their casting procession is very much like the PHB class. Another great option they have for the characters are bloodlines of the gods. They add a little power to the character and are not as powerful as the ones seen in Unearthed Arcana. These only add a single ability though there are minor, lesser, and major bloodlines. The minor ones give basically skill focus to two of the skills listed. Each god has a small selection of skills. The Lesser ones grant +2 to one of the attributes listed for each god. And the greater ones are either a small bonus or a spell that can be cast once a day. There are a few rule variants that are suggested to help get the feeling of this world verse the more traditional ones. For instance there are some great ways to make poison linger and be a bit more deadly. There are rules for donations to a church and the effect that can have when a character requests intervention from his god or goddess. All these rules add a nice layer to the game and make the game a bit different and add a lot of feel for the setting. I especially like the donations and intervention rules. They are simple to use and make donating seem more attractive to players. There are some new and modified spells introduced. Again it is a little lower magic power wise and the new spells reflect that. My favorite would have to be Dragon Chariot. It summons a chariot pulled by dragons to carry you where you want. The new magical items are also very much on par with the setting. There are a few new elixirs and items from creatures like boars and hydras. There is a lot of great culture information. I think this might be the best chapter and easiest to use by anyone. This information can be applied to one’s own campaign world if one would like a country or city state to have a Greek feeling. The book does not shy away from slaves or homosexuality either. They are presented as a matter of fact as the topics were in the times of the Greeks. The gods are also given a lot of nice detail. Many are briefly explained and there are some nice diagrams showing the relationship between the god sand the titans. The culture section really concludes with a nice over view of the history and a few surrounding cultures. Running the campaign is another area that can easily be used by people not wanting a purely Greek campaign. It has as some great ideas from different encounters and events that can really add to a game like the use of an oracle, travels to far lands, interesting arrivals of people, etc. It really has a lot of good information that should be able to bring out the creativity in many DMs. The campaign itself is laid out in nine sessions over views but they can easily be expanded on and added to. There area lot of really good monsters presented here but they are a little weak for at traditional game since the power levels are a bit reduced. So, while they can easily be used outside the setting, I would increase their power a bit in places. Overall this is a very strong book that covers the Greeks well. I think adding to it other books like OGL Ancients and Relics and Rituals Olympus will work very well. The R&R Olympus book will work better then Ancients though. [/QUOTE]
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