JoeGKushner
Adventurer
The Noble's Handbook is the latest entry in the Master Class series by Green Ronin. Like the Shaman's Handbook and the Witch's Handbook, there are other variants of the Noble as a core class on the market.
The core class looks similar to other noble core classes in that it's 1d8 hit dice, two good saves, medium attack progression, lots of starting gold, good range of skills and skill points, and abilities that focus on leadership and social situations.
Part of my disappointment with the product is in the feats. The noble as a core class isn't a new idea. Both Fading Suns and Mongoose's Power Class covered it as core class, and others variants are available from the net. The Social Feats from Fading Suns, one of the most interesting aspects of that Noble, used in other places, are missing here. While there are skill focused feats like High Lord (+2 bonus to all influence checks), many of them deal with the Leadership Feat or dueling.
For example, while it's useful to have Bloodline for it's bonus to Leadership, or Exceptional Leadership for it's higher bonus, where are feats that provide say, Diplomatic Immunity or Imperial Charters or other goods in that vein? While I like having some dueling feats like Cunning Defense for those who wear no armor, it's a stat substitution feat. Here you take Intelligence instead of Dexterity. Interesting twist, but stat substitutions are nothing new. Piercing Blow is another good dueling option as your criticals inflict more damage and Parry Opportunist where you can get an attack of opportunity against those that miss you are all good but not up to Green Ronin's innovations that have brought us various new type of feats.
The prestige classes provide the core options for a noble. One can either take a military path with PrCs like the commander or lord knight, or follow a more skill focused PrC like the master diplomat, impersonator, or mastermind. I like the military based PrCs as they're good for running small battles and can complement other recent core classes in the battlefield. The others fill out nice niches in the campaign but unless the whole campaign is going to have a high focus on role playing in the upper echelons, I don't see them getting a lot of standard use.
Which is part of my problem with the book. For a noble based campaign, it's great. It includes different roles for the noble to play, ways to simulate noble like qualities in other classes like crimelord, high priest and barbarian prince, and even some quick rules for dueling. For a noble based campaign, it's a great sourcebook.
For other types of campaigns, including the standard dungeon crawl or exploration, it's got a lot of material that's not going to see a lot of use and doesn't provide enough material to encourage the GM to use it. One example of this is the Noble House rules. While they have some interesting effects, these are large scale effects and don't have enough details.
Take Manors. When a noble's house gets to a strength of 14, you get a manor but there are no maps or details about what a manor really is. Outside of some Ars Magica, I'm not familiar at all with manor details. How many rooms? What type of fortifications? I don't expect a castle to be fully mapped and detailed here, but what about an estate? Once again, I have no real idea on how to use that type of material to its fullest.
I found most of the rules to be workable with no issue, but some of them might have serious issues. While there are feats and abilities that aid others, some of the material here pushes a little too far without any real drawback. The feat instill martial training provides a weapon proficiency in a martial weapon of your choice to your followers while the house rules, at a rating of 32 mind you, very high mind you, get a bonus feat. Now that's two free feats for the followers and no real drawbacks are provided to balance it.
The art is up to Green Ronin's standard, meaning it's some of the best in the business. Some fan favorites like Toren “Macbin” Atkinson and Storn Cook are joined by otherslike Britt Martin whose work is some of the best I've seen as well as Caleb Cleveland and Richard Pace. Format is standard two column with fair editing and proofreading. White space use is good. For those who want to get into the whole dueling options, two pages are provided for copying. One page is used for credits and table of contents, another for the open gaming license, and one for ads in the Mythic Vistas campaign settings. Internal covers are not used.
If you're running a noble campaign or one with a lot of role playing, this is a four star product. If you're just stealing material for a standard campaign, then it's a solid book, but the overall utility is diminished.
The core class looks similar to other noble core classes in that it's 1d8 hit dice, two good saves, medium attack progression, lots of starting gold, good range of skills and skill points, and abilities that focus on leadership and social situations.
Part of my disappointment with the product is in the feats. The noble as a core class isn't a new idea. Both Fading Suns and Mongoose's Power Class covered it as core class, and others variants are available from the net. The Social Feats from Fading Suns, one of the most interesting aspects of that Noble, used in other places, are missing here. While there are skill focused feats like High Lord (+2 bonus to all influence checks), many of them deal with the Leadership Feat or dueling.
For example, while it's useful to have Bloodline for it's bonus to Leadership, or Exceptional Leadership for it's higher bonus, where are feats that provide say, Diplomatic Immunity or Imperial Charters or other goods in that vein? While I like having some dueling feats like Cunning Defense for those who wear no armor, it's a stat substitution feat. Here you take Intelligence instead of Dexterity. Interesting twist, but stat substitutions are nothing new. Piercing Blow is another good dueling option as your criticals inflict more damage and Parry Opportunist where you can get an attack of opportunity against those that miss you are all good but not up to Green Ronin's innovations that have brought us various new type of feats.
The prestige classes provide the core options for a noble. One can either take a military path with PrCs like the commander or lord knight, or follow a more skill focused PrC like the master diplomat, impersonator, or mastermind. I like the military based PrCs as they're good for running small battles and can complement other recent core classes in the battlefield. The others fill out nice niches in the campaign but unless the whole campaign is going to have a high focus on role playing in the upper echelons, I don't see them getting a lot of standard use.
Which is part of my problem with the book. For a noble based campaign, it's great. It includes different roles for the noble to play, ways to simulate noble like qualities in other classes like crimelord, high priest and barbarian prince, and even some quick rules for dueling. For a noble based campaign, it's a great sourcebook.
For other types of campaigns, including the standard dungeon crawl or exploration, it's got a lot of material that's not going to see a lot of use and doesn't provide enough material to encourage the GM to use it. One example of this is the Noble House rules. While they have some interesting effects, these are large scale effects and don't have enough details.
Take Manors. When a noble's house gets to a strength of 14, you get a manor but there are no maps or details about what a manor really is. Outside of some Ars Magica, I'm not familiar at all with manor details. How many rooms? What type of fortifications? I don't expect a castle to be fully mapped and detailed here, but what about an estate? Once again, I have no real idea on how to use that type of material to its fullest.
I found most of the rules to be workable with no issue, but some of them might have serious issues. While there are feats and abilities that aid others, some of the material here pushes a little too far without any real drawback. The feat instill martial training provides a weapon proficiency in a martial weapon of your choice to your followers while the house rules, at a rating of 32 mind you, very high mind you, get a bonus feat. Now that's two free feats for the followers and no real drawbacks are provided to balance it.
The art is up to Green Ronin's standard, meaning it's some of the best in the business. Some fan favorites like Toren “Macbin” Atkinson and Storn Cook are joined by otherslike Britt Martin whose work is some of the best I've seen as well as Caleb Cleveland and Richard Pace. Format is standard two column with fair editing and proofreading. White space use is good. For those who want to get into the whole dueling options, two pages are provided for copying. One page is used for credits and table of contents, another for the open gaming license, and one for ads in the Mythic Vistas campaign settings. Internal covers are not used.
If you're running a noble campaign or one with a lot of role playing, this is a four star product. If you're just stealing material for a standard campaign, then it's a solid book, but the overall utility is diminished.