Thoughts on S&S's Advanced Player's Handbook

maransreth

Explorer
Just wondering if anyone has picked this up yet.

I glanced through it a day or two ago and just thought it was another Unearthed Arcana. New variant rules and magic systems, etc.

What people might like if they go epic is the continued progression of the core classes to 30th level. S&S did not treat this like WotC did, but there is, from what I could see with a quick glance, a continued progression of existing class abilities.

Other things I noticed - critical fumble and hit tables, damage to armour or other bits of equipment, a mana point spell system, different magical systems.

I passed it up as I couldn't really see myself or my players using any of the information - we already house rule what we need. However I only glanced through it quickly, so I am wondering if someone who does have it could give me a bit more info on the book. Maybe I missed something I could use and if that is the case, hopefully one of the two copies will still be there tomorrow for me to pick up. :lol:
 

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I bought this a few days ago and as yet haven't had time to absorb the entire work but here's an overview (and the inevitable comparison to UA.)

Chapter One: Character Options
I like the concept of Heroic Merits and Tragic Flaws (whereby each respectively helps balance characters with very low stats or very high stats) but I feel the penalties from the Tragic Flaws are somewhat steep. There's also the issue of convincing the player that he isn't being penalised for a lucky stat roll (a good DM challenge if I've ever heard one.)

Racial Class Modifiers are quite interesting and I'll probably use these when I start the next mini-campaign. A good way to encourage a little more racial variety (and, perhaps, a little more interracial animosity.) Unlike the Heroic Merits and Tragic Flaws these (usually) do not stack with other bonuses from Feats etc so that helps keep the balance.

Chapter Two: Character Classes
A few noteworthy Prestige Classes here. I was particularly taken with the juggernaut-like Gallowglass (do a Google search if you think the name sounds a little weird.) The Dilettante is an interesting take on the "jack-of-all-trades" role usually associated with your friendly, neighbourhood bard but I'm not convinced of its appeal to the players. Put dark fur and a forked tail on the Sidestepper and you've got Nightcrawler from the X-Men (not necessarily a bad thing.) Does the world really need another prestige class focussed on Elemental magic though?

The Elite Prestige Classes (ie Prestige Classes with more demanding requirements) were quite cool and I liked the selection presented. Comparisons, however, will no doubt be made between the Plant Master and the Verdant Lord (MotW) and the Undead Bane and the Hunter of the Dead (DotF). Oh, yes, and my advice is to never, ever let a PC play a Temporal Mage (though they could make for a very good NPC.)

Epic Levels for the Core Classes has been done rather nicely and focuses on extending class abilities, as you mentioned. If my campaign ever reaches Epic level I'll be inclined to go with S&S' offering.

Chapter Three: Alternative Combat Rules
Ahhh, I'm a Combat Rules junkie so this was the first chapter I hit after purchase.

The Variable Initiative Systems are generally rather innovative though I doubt I'll use any of them (I will use a modified version of the Weapon Speeds mentioned later in the chapter though.)

Critical Fumbles are standard fare though I appreciate the "simple" and "advanced" versions. I didn't like the mechanics for this rule so I'll be sticking with our house rules for now.

I really enjoyed the Alternative Combat Rules. Implementation of Phased Combat has been well thought out but, as much as I would love to use this option, I fear it would slow combat considerably in any group with more than four or five players. Unless you're all abacus-wielding wargamers. No, actually it would still slow things down but the abacus-wielding wargamers would love it even more. Ahem. I'll be using Armour Damage (with a few adjustments -- it's a little clunky in places). Combat Defense has been done sensibly but, again, the added complexity means it's probably only an option for smaller gaming groups.

The Wound Level System seems like an intelligent approach to speeding up gameplay and I'd probably use it if my players didn't love their precious Hit Points so much. Considerable work has been done with this system to help the DM and players integrate it into their game.

Detailed Critical Hits are great (for those of us who don't own Torn Asunder) if a little reminiscent of RoleMaster.

[getting sleepy so time to be brief]

Chapter Four: Arcane Spell Casting Systems
I've yet to fully read through this chapter and I want to do a closer comparison with UA. First impressions are highly favourable (particularly Critical Casting and Spell Criticals.)

Chapter Five: Variant Magic
Again, I haven't had the chance to study this chapter in depth but I do feel that the authors have put in considerable effort to provide balanced and interesting magic systems. Soulcrafting seems rather cool.

Chapter Six: Castle and Keep
I originally deemed this a throw-away chapter but on reading it I found it to be rather interesting. I'll definitely be using it during the next campaign.

Summary
Overall I'm glad I bought the Advanced Player's Guide. The entire book has been lovingly and carefully created and gives you some great options. It's obvious influence from 2nd edition is a definite bonus (at least to me.) It's also not a Power Gamer's wet dream which makes it a winner in my eyes. Production values are high (I've only found a few typos and one or two glaring mistakes so far) and the artwork is excellent (and as my friends will tell you, I'm a sucker for good artwork.)

So is it better than UA? Well, while there is inevitable overlap I believe the APG has enough variety in it to warrant the purchase. The question is really, how many options and variants can you feasibly use in your entire gaming life? If you just like reading rules (hey, I do) then there's no problem - keep buying those rule books and enjoy! But if you're only after a few rules to help rejuvenate your game and you're on a budget then I'd probably have to go for Unearthed "Fire Hose" Arcana.
 


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