The Quintessential Elf

Living for an eternity, elves are free spirits of nature made flesh, revelling in their connection with all things magical and proud of the power flowing in their blood. The unseen voice echoing among the trees with a promise of swift death to any intruder, the master shaper who asks nature to co-operate in the building of fantastical dwellings, the warrior who charges into the field atop a flying beast, the child whose soul is still strong with the power of the fey, the renegade who worships dark deities deep below the ground, the artist who keeps magic and tradition alive through song and dance, the wizard who bends magic to his will by the power of his ancient blood. All of these are a few examples of elves, the most traditional and vivid of all fantasy races.

The Quintessential Elf is a sourcebook that will greatly expand the options available for elf characters regardless of the class they belong to, giving elements to flesh them out as unique beings beyond a few racial bonuses.

Inside You Will Find:

Character Concepts:
Refine your character yet further with new character concepts such as the Wild Child, Outcast and the Feyborn.

The Prestige Elf:
The long-lived elves have many secrets in their societies - learn the mysteries of the Windlord, Master of the Hunt, Green Sentinel and many more.

Tricks of the Elves:
Elf characters have a veritable arsenal of tricks and abilities they can bring to any adventuring party. Study Alchemy, Herbalism and Archery Trick Shots.

Elven Feats:
With some feats requiring a character to be over 200 years before being eligible to select them, only the elves can access the deepest mysteries of war and magic.

Tools of the Elves:
Discover what true masterworking is with the skill of the elves, as well as track down the elven craftsmen who produce wondrous weapons, armour and magical items unique to this race.

Elven Subraces:
There are many species of elves to be found in the quieter places of the world. Players can now choose to become High, Dark, Sea or Sky Elves.

Elven Magic:
There are few races able to dedicate themselves to magic and sorcery in the same way as the long-lived elves can. Learn the deepest arcane mysteries available to any race in the world.

The Elven Pantheon:
Elves worship their own gods who grant them new and unique divine abilities which have protected this race for millennia.

Secrets of the Elves:
Only true elven players are permitted to read this chapter - access the most closely guarded secrets of this race, including trances, mysteries of the elven soul and new styles of fighting.

Aerial Combat:
Few races have the aptitude for aerial combat possessed by the elves. Included is a complete combat system for conducting aerial battles.

Elven Strongholds:
Elves are not renowned for building mighty fortresses of stone and iron. Instead, their domains are guarded by bastions of immense, living power. Such power is not granted to all but has held the elven race together throughout the ages.
 

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Elves must be one of the most popular fantasy races in the realms of fantasy rpgs, stories and poetry alike. Mongoose Publishing's Collector Series doesn't quite have the same dominance over other rpg supplements as elves have over other races but it must be one of the most popular independent d20 series out there. The Quintessential Elf marks a change for the Quintessential line, it's the first book to cover a race rather than a character class.

Character concepts are one of the core strengths of the collector series. They show that the books are not just a shameless "power up" for your favourite sort of character; that they really do try to enrich and enhance rather than just adding more numbers. I could argue that the more rules you add, the more specialities, quirks and unique features you add then the more room there is for power playing. Although the character concepts could be exploited, picked by twink players purely for the bonuses likely to come into play and the penalties that are unlikely to occur often in the campaign, these features are such an insignificant portion of the Concept compared to its role-playing and adventuring aspects that I think, even then, they'll be beneficial to the game. The same can't be said for prestige classes. Concepts include the Outcast, the Envoy, the Feyborn, Wild Child, The Changeling, Apprentice, Trueblood, Manhunter, Urban Elf, Elf Noble, Chosen, Eccentric and Retired Defender.

There are, of course, prestige classes as well. Whereas the character classes provide a levelless history for your players the prestige classes offer up a host of new levels for ambitious players to aim for. I just wish there was a greater ratio of levels to prestige classes, it seems that an awful lot of them only provide five levels of advancement rather than ten. That's about my only grumble with the twenty-paged chapter. There is always enough information for each prestige class, the special abilities are described in full and each one lets you know what NPCs of the class are likely to be doing. For example, it is suggested that NPC Green Sentinels can be either looking after Elf Nobles or roaming trouble-shooters. The list of prestige classes looks a bit like this; Beastrider (5 levels, elf or half-elf), Windlord (5 levels, elf only), Speaker of the Stars (5 levels, elf only), Voice of the Forest (5 levels, elf only), Master of the Hunt (5 levels, elf or half-elf), Keeper of Songs (5 levels, elf or half-elf), Green Sentinel (10 levels, elf only), Arcane Delver (5 levels, elf, half-elf or even elf-friend), Darksoul (5 levels, drow or half-drow), Primordial Spirit (10 levels, elf or half-elf) and Order of the Silver Heart (10 levels, elf or half-elf).

"Tricks of the Trade", a familiar chapter for Collector Series readers, has become "Tricks of the Elves". It's one of my favourite chapters in the book and it's a favourite because it can be applied to a wider range of characters than just elves. There are rules here for brewing and concocting all sorts of alchemical items such as elven wine or liquid light. There are nice rules for foraging for herbs with enough detail to cover the DC checks for both Search and Wilderness Lore based rolls. There is a list of trick shots that do to feats what the character concepts do to character classes. The trick shots are not feats in themselves they are impressive tricks which require certain feats and then further skill checks in order to achieve the desired effect.

The "Tricks of the Elves" also provides a different approach to training animals as presented in the core rules. These rules attempt to let govern how animals can be trained to react in certain circumstances rather than teaching them tricks and tasks. In addition, elves have the ability to imprint, through ritual, a bond between themselves and young animals.

As is the case with prestige classes you can expect to find new feats in every second d20 book you pick up. At least, though, given the scope of the Quintessential Elf its not unreasonable to find Elven Feats here. There are a couple of pages of new feats. Some of the feats are rather impressive, such as the Bounce Spell feat that allows a caster to extend the range of a spell by channelling it through someone in sight. I don't think the feats are any more over powered than any other feat in the d20 system though, the Bounce Spell feat, for example, means that you'll be using a spell slot two level higher for the bounced spell.

"Tools of the Elves" adds waves of high fantasy to your game. You'll find prices and damages for such things as crystal greatswords, skylances and dance running skirt blades. There are new types of armour; items like the Hunter's Hide which will give the wearer bonuses to his hunting roll. There is extra equipment too, items like flutes and harps but also the descriptions for weird alchemical items mentioned earlier; faerie dust, cold fire and naphtha. There are a few pages of magical items as well.

There is an army of elven subraces. Half-elves, though, are saved for a future book. High Elves, for all considerations, are the core elf race from which the other types are subraces of. To this end they're introduced to the reader and then finished with a guide back to the core rulebook. The other subraces have different racial traits and that's all presented in full. The subraces include the infamous Dark Elves (the Drow) and they appear as a certain popular campaign world has established as ipso facto, there are the regal Grey Elves, the aquatic Sea Elves, the tribal Wild Elves, the reclusive Wood Elves, the mysterious Mist Elves, the winged (yes, wings) Sky Elves and the nomadic Wanderer Elves.

Think of Elves and think of magic; yet it's hard to present that in a traditional fantasy rpg without hugely over powering the race. The solution, as such, in the Quintessential Elf are some new types of magic which are more like extended feats than anything else. The ability to Charm allows the elf to charm objects and animals alike. Charmed items have spells grafted onto them; an arrow with the "sleep" spell for example. The Art of Shaping is that magical talent by which some elves grow their houses, staffs and tools. A nice touch here is the ability to have cooperative shaping and this should give GMs the excuse to include some truly impressive secret Wood Elf forest towns. High magic is a secret and very powerful art that allows the lucky elves to charge magical items, entwine two spells together, cast through their familiar or halt spells. Along with High Magic elves have access to Magic of the Land and this allows them to enchant a whole place and then embed a trigger for the spell. I caveat to my suggestion that the book doesn't simply power up your typical elf certainly is the inclusion of High Magic and the counter claim would be that High Magic isn't something your average elf engages in.

There's an elven pantheon too. Good! Too many books try and get away with the idea that the humans have a whole range of gods and yet the fantasy races only have one each. It's just a quick run through of elven deities though. The Elven Allfather, the Lord of the Deep, Lady of the Wind, Lord of Mysteries, Goddess of Love, Keeper of Time, The Trickster, The Wyld Hunter, The Spider Queen and the Loremaster. Each comes with their domains, alignment and a guide to their dominance; the Allfather is greater deity whereas the Loremaster is a lesser deity. None of these deities are given a name… and I like it. Throughout the book you'll find the elven name for things in brackets, each of the prestige classes has an elven name for example, its easy to say that elves but a great deal of importance into a name so why would they band names for gods and goddesses around willy-nilly? I don't think they would but with the nameless deities in the book any GM can name them as he sees fit without rule-lawyer players piping up, "That's not right!" Along with the elven pantheon there is a list of elven cleric domains: dream, forest, love, music and sea.

The "Secrets of the Elves" serves best as a take it or leave it chapter. I'm tempted to leave the idea of an "Elven Soul" where all the elves are connected through a single great soul. On the other hand, I do like "The Ascended" as a template for Tolkien-like immortal elves. Similar inspiration, perhaps, is responsible for the "Land Beyond the Seas" as an Outer Plane where ancient (but not Ascended) elves can "retire" to. There is a bunch of fighting styles. Fighting styles where first introduced in the Quintessential Fighter but you don't need that book to use them. The styles are basically a chain of mini-feats that are gained through training and having the prerequisites.

The rules for Aerial Combat are ten pages long and try to cover a different aspect of aerial combat from that which the core rules already cover. It's said that the Core Rulebook II presents rules best suited for situations where only one of the combatants are capable of flight. The claim is that these new rules aid the GM deal with two or more aerial combatants – for me, at least – this seems to be true. It's certainly true that compared to ground based melees the time two flying opponents spend in actual contact with one another is minimal and that standard rules for ranged weapons encounter serious problems if combatants are moving in three dimensions and at widely different speeds. Mongoose and Alejandro Mechor, the in-house author, certainly know their game mechanics. There are rules for attack angles, manoeuvrability, relative ranges, distance between melees and even aerial magic. Thankfully these rules pretty much make sense and have firm roots in common sense and easy game play. I don't think they're too much for any GM to get into their head and don't have to be used in full either, just reading through them acts a reminder to some of the differences between a standard fight and flying one.

Tucked away at the back of the book (just before the index, the rule summaries and elf character sheet) there are few pages on elven strongholds. There's just enough rules here to add some spice to elven homes and enough space left in the 128 paged book to note examples of subrace strongholds such as underground drow cities or sea elf reef towns.

I like the Collector Series. The Quintessential do for Class and Race everything that the awful WoTC class books should have done but failed to do. The name "Collector Series" is apt, it's a highly collectable series, Mongoose seem able to maintain a rapid pace of publications and I'm sure the Quintessential line will build into a comprehensive library of DnD source supplements. You can't please all of the people all of the time and so it was perhaps a conscience decision to keep the remit of the Quintessential Elf firmly in the High Fantasy remit. High Fantasy is the most popular. If, though, you don't have a campaign world which lends itself so well to winged elves, exotic riding creatures, high magic or a wealth of magical items then there's less in the Quintessential Elf for you. I liked the book. It's well written, well presented and I like the Mongoose style of art. If you're desperately trying to get your players to try a different sort of elf than a lithe, blonde archer who's recently taken to stabbing orcs in the eye with his arrows while helping a group of humans, halflings and a token dwarf character on their quest then you would be very well advised to make this purchase.

This GameWyrd review can be found here.
 

The Quintessential Elf

Mongoose Publishing's Collector Series is a series of books containing character-oriented rules and advice targeted at specific character types, very much in the vein of the second edition "Complete" books. To date, all of the collector series books have been targeted at characters of a given core character class. The Quintessential Elf is the first book in this series to address a player character race: elves.

A First Look

The Quintessential Elf has the same format that all Collector Series books have: the book is priced at $19.95 US and has 128 pages. This format makes the Collector Series some of the most competitively priced books on the market.

The cover of the Quinstessential Elf is a mock-leather pattern with gold lettering, in line with the rest of the Collector Series.

The interior art features many frequent Mongoose contributors, including personal favorites like Danilo Moretti. The list of artist is especially long in this one and features some names and styles I am not familiar with. The quality of art varies. Some is very good and hits the right feel. There are some drawings new the beginning of the book that are very crisp, but they depict square-jawed elves that look entirely too human to my eye.

The typesetting is typical for Mongoose: a fairly dense font in paragraphs that are spaced, with some rather large header fonts.

A Deeper Look

The Quintessential Elf follows a format similar to the previous class-based books in the quintessential series: the book begins with character concepts, followed by prestige classes, equipment, and then more specific topics unique to the nature of the book.

The character concepts, for those not familiar with them, are packages of "character adjustments" that hope to provide benefits and drawbacks to more precisely fit the character to a concept in a balanced fashion. This is something of an implementation of the idea of customizing character classes as described in the D&D 3e PHB.

In past books, the success of this approach has varied. Books like the Quintessential Wizard are good in that they implement drawbacks primarily by trading out assets of the character class. Other books are less successful in that they try to engage in "deficit spending" by penalizing abilities that the character is already not good at, which is a poor balancing mechanism and is inherently more abusive. Alas, it seems as if the Quintessential Elf clefts closer to the latter approach.

Some examples of the included character concepts are:
- Envoy - Envoys are elves appointed to keep an eye on the activities of the the quickly changing younger races. Owing to their exposure to the outside world, envoys gain an addition skill point every level. However, at first level, they are not allowed to have any class skills above three ranks or any cross class skills above one rank. To me, this seemed like meager compensation for a fairly strong benefit.
- Feyborn - Feyborn are elves with a close affiliation with the fey. Feyborn receive a +1 to Charisma based checks when dealing with fey creatures, and a +2 to saves versus the spell-like abilities of fey creatures, but they have a distinctive wild appearance that gives them a -1 to charisma based checks dealing with non-elf humanoids and register as magic to a detect magic spell.
- Trueblood - Elven trueblood come from the line of a legendary ancestor. They gain a +1 bonus to Dexterity or Charisma, and also gain class skills in Spellcraft and Use Magic Device. However, they do not get the benefit of only needing 4 hours of sleep and their close connection to the flow of magic means that whenever a spell is cast within 60 feet, they must make a saving throw or be stunned for a round. I consider this concept almost too weak to be worth playing.

The second section, The Prestige Elf, unveils a number of new prestige classes unique to elves. The classes are mostly short (5 level) classes except for the primordial spirit, green sentinel, and Order of the Silver Heart. The presented prestige classes are:
- Beastrider - Beastriders are elves that master a special mount such as a dire animal. The character is bonded to the mount in a fashion similar to a wizard's familiar. The beast rider gains abilities that let her work in unison with her mount, call the mount from a distance, and even call a pack of creatures of the same species.
- Windlord - Very similar to the beastrider, the windlord has a bond with a special mount. The windlord's class abilities are somewhat similar to the beastrider's, but they have some abilities relating to aerial combat in place of some of the beastrider abilities.
- Speaker of the Stars - The speaker of the stars are spellcasters with a penchant for astrology and divination. The powerful divinations of the speaker of the stars allow the character to provide insight bonuses to characters for a limited number of actions if the speaker of the stars takes the time to study the stars. The speaker of the stars also continues to advance as a spellcaster at the full rate.
- Voice of the Forest - This class represents a character unusually close to nature. The character grows closer to the forest as he advances, gaining abilities to invoke the aid of animals and plants as spell like abilities. The class abilities of this class didn't seem far enough from the spell selection of the druid to justify the existence of the class.
- Master of the Hunt - The master of a hunt is a superlative hunter, an honored and respected position in an elven community. The master of the hunt has a pack of trained hunting dogs, can track and still move swiftly, and gains other abilities pertaining to hunting and tracking.
- Keeper of the Song - Keepers of the song are keepers of an elven oral tradition of history by way of song. The keeper of the song receives continued spellcasting advancement, the ability to weave the words of a spell into a song (making it harder to resist), and a number of other song related abilities somewhat similar to a bard in nature, though not the same. For example, the ancient music ability summons ghostly warriors to attack enemies.
- Green Sentinel - Green sentinels are elves specialized in dealing with supernatural evils. They receive an ability similar to the ranger's species enemy ability, along with abilities that let them surpass DR and SR of creatures. The green sentinel struck me as being a little on the weak side.
- Arcane Delver - The basic concept of the arcane delver is an arcane spellcaster who has enhanced control over their spells. The class continues to advance in spellcasting at a slow rate, but receives a variety of abilities as the advance that let them better shape and control the magic that they cast.
- Darksoul - A class targeted at drow elves, the darksould is a spellcaster with an affinited for negative energy and shadow. The darksoul continues normal spellcasting advancement, and have a number of class abilities related to darkness and shadow. For example, the character can lace his spells with shadow energy to make them harder to resist (at the cost of taking subdual damage) or taint spells with unholy energy that causes additional damage.
- Primordial spirit - This class is targeted at elven monks, and has a number "martial arts move" type class abilities named for elemental or nature themes. For example, earth form defense allows the character to voluntarily accept a -5 penalty to dexterity modifier in exchange for a like number of DR.
- Order of the Silver Heart - The order of the silver heart is a classic one: unicorn cavalry. Of course, members of the Order of the Silver Heart are exclusively female. In addition to the unicorn mount (which gains HD and AC as the character advances), members of the Order of the Silver Heart gain abilities that let them work better with their mount, and they have a paladin-like spell list.

Overall, the prestige classes cater to the existing elven feel. A few seem a little weak (green sentinel), others seem a little powerful (darksoul, Order of the Silver Heart).

The section entitled Tricks of the Elves provides some rules enhancements aimed at emulating several commonly accepted competencies of elves in the game without invoking such mechanics as feats and prestige classes.

The section introduces rules on alchemy and herbalism. The rules on alchemy suggests that the lifespan of elves might allow them access to alchemical items that are aged to improved their qualities. Suggestions are provided on how to "power up" existing alchemical items, with an attendant increase in price.

The herbalism section provides some benefits for characters with sufficient search or wilderness lore skills to allow them to find beneficial herbs. With successful skill checks, a character can defray the cost of alchemical components, find healing herbs that aid in natural healing, find nourishing berries, poison or spell components. The scope of these herbs is rather limited, but could be of use in a low magic campaign.

In keeping with the elves' legendary skill for archery, a section is devoted to archery trick shots. The shots are tricks that the character they can attempt if they have the proper prerequisites. Each usually requires a specific feat (such as precise shot), and requires the character to make a skill check such as spot or craft. Possible tricks include pin shot (pins a part of the targets clothing against a wall) or fast aim (by spending a move equivalent action aiming, the character can get +2 to a shot.) These seem a bit like freebies to me, but they are mostly pretty reasonable.

This section also includes additional tricks that characters with animal handling can teach, and some additional combat tactics such as pack tactics.

The next section introduces a number of new feats for elves. As with prior books in this series, many of the feats are unique to the character type being covered, in this case elves. Examples of the feats introduced are:
- Arcane Birth Gift - The elf can use a 0-level druid spell once per day. This feat is someone unfortunately titled, as the spell is not arcane by the d20 system definition.
- Forage - The character receives a +3 to wilderness lore check when searching for food. This is a bit weak, as a +4 bonus is the typical bonus for a feat that only applies to a single task.
- Nature Sense - By concentrating for a round, the character receives a +4 bonus to wilderness lore, intuit direction, or search checks (choose one) one hour a day. This feat, on the other hand, probably is a bit generous. It's duration is limited, but it seems too flexible to grant a full +4.
- Trick Shot - The character receives a +2 to skill checks when attempting trick shots (described above.)

Tools of the Elves

This section provides a number of mundane and magical items produced by or for the elves. This includes a superior version of masterwork weapons called elven masterworks, which cost more than masterwork weapons but provide a +2 bonus vice +1.

"Mundane" arms and armor includes crystal weapons (weapons that behave as normal weapons, except that they inflict extra subdual damage when dealing subdual damage), skirt blades, arcane chainmail (fashioned to reduce chance of arcane spell failure), and elven half-plate. Magic items and enchantments include the detecting quality (detects a kind of creature) and entangling arrows.

Elven Subraces

This section includes details on various elven subraces. It begins with the subraces outlined in the core rulebooks, covering all of the subraces in the same detail as was provided for the high elves in the Player's Handbook. In addition, it introduces three new subraces: mist elves, sky elves, and wanderer elves.

Elven Magic

This section introduces some new techniques of magic. Similar to the fighting styles in Mongoose's Quintessential Fighter, learning these techniques requires tuition time and the expenditure of money, as well as having prerequisites in terms of skills, feats, and/or spellcasting abilities. These techniques include charms (an ability to temporarily endow items or animals with a spell-like ability), art of shaping (creating construction by shaping plants), and high magic (achieve a variety of magic effects by taking ability damage).

The Elven Pantheon

This brief section outlines a number of deity archetypes with generic names such as "the Elven Allfather" and "the Lord of Mysteries." Each has a brief description of their nature and portfolio, as well as the clerical domains that they grant. These can be used as a basis for your own elven pantheon.

In addition to the deities, there are five new domains: dream, forest, love, music, and sea.

Secrets of the Elves

This section tackles a variety of subjects, all nominally hidden or sheltered knowledge regarding elves. This includes things like the subtleties of elven language, the nature of the elven soul, elven fighting styles (written up in a similar fashion), the elven afterlife, and the ascended template for those few elves that do not enter the elven afterlife.

Parts of this section add some additional capabilities to elves. For example, some elves with the right requirements can contact the collective elven soul to obtain information or bonuses. While these are flavorful tidbits, some GMs may see these as free benefits for the character.

Aerial Combat

Many images of elves in fantasy include riders of giant eagles, griffons, and pegasi. To accommodate these images, this section provides a means to bring those images to life.

The aerial combat system builds on the underpinnings of the d20 system rules regarding flight. The system assigns flying creature a flight bonus dependant upon their flying speed and maneuverability rating. This roll is used by aerial combatants to position themselves and perform a number of maneuvers. You can do things like try to knock your opponent of a mount, perform evasive maneuvers, and do a passing attack.

Elven Strongholds

The elven stronghold section doesn't provide piecemeal construction rules like many other Collector Series books. It provides details for parts of an elven community and various types of elven communities for various subraces. The only mechanics in this part of the book is regarding what is called the stronghold heart. The heart of an elven stronghold is a magic item that can store magical effects.

Other Materials

The book has a brief section of designers notes, a reference section with compiled tables, and a character sheet original.

Conclusion

I have somewhat mixed feelings about The Quintessential Elf. On one hand, of all the character concepts in the various collector series books, I found these the more troublesome than most. A lot of the new rules material seems to provide new capabilities at little or no cost. Finally, I felt that the book didn't push out too far from the Tolkienesque baseline, with a few exceptions.

That said, I did find a lot of useful and interesting material here. The prestige classes were possibly the most interesting and playable of any in the Collector Series books, the aerial combat system is interesting, the new magic techniques seem to be flavorful variants in keeping with the elven nature, the new deities seem a solid baseline for an elven pantheon, and the new subraces seem like interesting potential additions to a campaign.

-Alan D. Kohler
 

Not pushing out too far from the Tolkienesque baseline is a *good* thing, IMO. More Tolkien-elves. Less Mialee.
 

In all honesty, the further we get from Tolkien, the happier I'll be. I love his writing, but, playing the elves from Tolkien in a 3e world is beyond being an exercise in futility. Also, I'd rather see more differentiation in the elves from different worlds than just "Well, we only had the budget to be a tolkien knock-off." Granted, Mialee is an abomination. ;)

Psion, thanks for the in depth review. :)
 

Psi, it seems surprising that you gave this book a 4.0 rating considering that you had so many issues with it.

Elves, as a race, got shafted pretty badly in 3e, so I'm willing to be generous to any book that tries to make them more appealing to players. Whether that's accomplished by creating subraces that offer a more useful package of racial benefits, or if it's achieved by setting some puissant elf-specific prestige classes, either way I'd be tickled pink to see elves portrayed consistently, and with an eye towards playability. Either make them the rugged, wilderness-oriented, super-alert, uber-stealthy sylvan elves, or make them the effete, grimoire-toting bookworm elves, but making them an amalgam of those two concepts is just a bad deal all around. I mean, do they run around the woods in animal skins, or do they putter about libraries in long-flowing robes?
 

There is nothing wrong with Tolkien per se. However, it is extremely well worn teritory and you really do need some innovation to make it fresh. Just as was the case with the classbooks, the challenge is to live up to the vision and enhance it at the same time. TQW did that. This book, not so much.

Felon, it's all about where you stand with your peirs. Just so you know how this book stats out on my little calculation that I use when in doubt about a books score:

Value: +1 (128 page book for $20 always earns this)
Utility: +1 (good PrCs, aeriel combat system, magic techniques, race variants)
Presentation: 0 (nothing special)
Ideas: 0 (like I said, didn't find it innovative)
Rules fidelity: 0 (nothing attrocious, but character concepts hold it back).

Each category has a -1, 0, or +1. Total of +2 = 4, total of +4 = 5.

So it's a low 4, but still a 4.

But if you are the one I am thinking of who has the singilarly unqualified ripping of S&F, you are the last person I will be taking scoring advice from.
 

Addendum:

I guess I should really repeat my confession that I don't recommend that people attach a whole lot of value to the score. The review is far more informative. The score won't tell you whether or not you are going to like it. As is shown by the first two comments, some will like that it doesn't go far from the Tolkien formula, others won't.

In the end, rating is my digestion of the salient points of the review using my own values. Your values are probably different than mine. Further, I frequently waffle and "cool" on many products and revise my score.
 

Well, thanks for sharing your scoring criteria. Seems pretty sound. And yes, I am the same Felon who posted a review of S&F. Like many people, I thought it a shoddy piece of work. And I certainly qualified my opinion more than most reviews, so what's with the rebuffing tone?
 

Just that S&F has proven very useful and it's supposed problems are exagarated. It does not compare to singular piles of crap that deserve a "1" like Foundation and Green Races, IMO.
 

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