Tome of the Ancients, Vol 1 - Artifacts

dungeondweller

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- Unique creation system for making every item unique and meaningful
- 100 sample items to demonstrate how to use the system
- Fully scalable so that you can use it for quick ideas or a complete item from the ground up

Large to small, every object in your role playing world had a creator. In the case of magic items and historical artifacts, the creator placed a great deal of themselves into the crafting. This book helps you build that history, the depth that makes a campaign feel like a living, breathing world with ancient cultures and interesting people.

So many other game supplements clutter your game with content you'll never use. At Dungeon Dwellers' Guild Games, we would rather give you the tools to build your own dynamic content, custom fit to your style. After all, who knows your campaign better than you do?
 
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When I first saw the name "Tome of the Ancients Vol 1: Artifacts", my first thought was that it was just going to be another book of magic items. I was wrong. In fact, it's a toolkit for DMs who want to create magic items with some meaning other than "+1 Rapier".

After scanning over the PDF briefly, I decided this was definitely worth printing out and adding to my DM binder. I have used the book a lot so far to breathe life into the magic items in the games I run. The fact that it's a print out of a PDF means I have no fear of marking up my printout with my own notes, changes, and additions.

Anyway, on to the actual content of the book:

The book is mainly a series of tables for randomly rolling artifact powers and history. It goes beyond standard random generators and actually gives you a tool for creating the identity of the item. Now, when they say "artifact" in this product, they're not meaning an actual artifact in terms of the DMG definition. An artifact by Tome of the Ancients definition is basically any item that goes beyond being described as a "+1 Rapier", regardless of how powerful it actually is.

The first section has tables for rolling the base stuff about the items: crafting race, crafting faction, climate where crafted, alignment of crafter, item type, and item size. All things that can bring significance to an otherwise boring item that just adds to a character's abilities. Your results on these tables (whether rolled or picked) will begin to shape the item's image and powers in your mind. For example, an item created by a Wyrm Council in an Arctic climate my possess powers when fighting red dragons and will probably deal additional cold damage. This section is used for the basis of all items, and after this section you jump ahead to the section for the type of item created.

Each section (weapons, armor, clothing, jewelry, and odds and ends) includes tables for determining the item's type (what type of weapon or armor it actually is), how many magical properties the item has, and what each property is. These item properties are not just a bunch of stuff out of the DMG. There's a lot of new stuff here too. Following the tables in each section is at least a dozen example items for each category.

Next is a section of optional tables. Variant item material, item color, item location, and reasons for crafting are all covered here. I especially like the reasons for crafting section. It reminds me to develop a reason this legendary item even exists in the world.

The next page is on "Customization", which addresses my only gripe about the book. This section gives suggestions for altering the content of the book to better fit your game or your likings. My only complaint about the book was that, while there are enough item abilities to create a large variety of items, I just prefer an enormous variety of options. I would have liked a little more item properties. Needless to say, my printed out copy has new item properties scribbled all over it.

The book concludes with a section about Artifacts in Your Game and some legal stuff.

My conclusion: This is a welcome addition to my DM binder and will see a lot of use in my games. If you were looking to add magic items with meaning to your game without having to develop your own system, I'd recommend purchasing a copy of Tome of the Ancients. Even if you already have your own system, for the price it's worth it for the extra ideas and item examples.
 

Tome of the Ancients Volume 1: Artifacts.

I picked this one up because the reviews have been excellent so far.

Unfortunately, the product cannot live up to the hype.

* * *

Written by: John C. Walborn and Theodore C. Zion
Published by: Dungeon Dwellers' Guild Games
Page Count: 45 pages including cover, 2 pages of OGL, introduction, product registration, etc. 35 pages content.

* * *

The product purports to add context to the magical items in a fantasy d20 game. From the introduction:

"Every item, even the most minor, has a history and a name. The wizard who crafted it was proud of his creation. He made significant personal sacrifice to make the item. That should show through to the player when they discover it.

Thus, the goal of this book is to assist you in creating magical items that enhance the story and depth of your game. So, without further adieu, I bring you Tome of the Ancients, Volume 1: Artifacts..."


The product is basically a set of lists for the creation of magic items, albeit under the guise of being 'artifacts'. An item is created using the book by rolling on a series of tables -
1 - Crafting Race (10 entries)
2 - Crafting Faction (10 entries)
3 - Climate where Crafted (5 entries)
4 - Alignment of Crafter (5 entries)
5 - Item Type (5 entries - Weapon, Armor, Clothing, Jewelry, Odds & Ends)
6 - Item Size (5 entries, from tiny to huge)
7 - Item Significance (5 entries)
8 - Item Status (5 entries - hidden, lost, for sale, broken, in use)

None of these charts are particularly imaginative, except perhaps in the sheer limitations involved (5 possible alignments for the manufacturer? why not all 9? nice to see half-elves can't craft magic items, Evil Kingdoms get their own items, but good kingdoms don't, etc). Each chart could easily have been enlarged to a full page of options instead of the very short lists presented.

Once these rolls have been made, you proceed on to the determination of the individual powers of the items in question. These charts are where the 'system' really starts to take a hit. Remember that "Item Significance" table? Well, it turns out that this is how you determine how powerful the item is. No longer is item power linked to Challenge Rating or anything else.

Using the magic weapons as an example, you then roll to determine the 'plus' of the item, as well as determine whether or not the item has any special abilities. Weapons under this system have only 12 special abilities instead of the twenty-some-odd in the DMG. And none of them have price equivalents. Some of the special abilies are new, but the rest are from the DMG. Once again, I reitterate, no prices, no creation rules or requirements, etc. Just 11 charts to determine the full abilities of the magic weapon.

The sample items start to make up for the lack of functionality in the rest of the product - here are included a fairly large collection of sample items created with the system.

example:

Froggie’s Magic Twanger: This abnormally short bow was obviously crafted by and for a Halfling, judging by its small size and the use of hickory for its construction, a wood often used by Halfling pipecarvers. The wood is dyed a dark brown and the bow and string are decorated with small bird feathers, serving as mild camouflage and to quiet the twang of the string when released. It has a +1 enchantment, plus the 'Piercing' special property, giving it a +2 to hit against worn armor (NOT natural armor.) The bow is available for sale from a reputable merchant.

So, the weapon is for sale, but no list price is given. And you can't quickly look up the list price in the DMG since it includes a weapon property that is non-standard. On top of this, a large part of the detail provided in the description is not something that could be rolled up by the tables presented (type of wood, decorations).

In the armor chapter there is another can of worms to open. The first chart for determining armor type includes several entries that make no sense whatsoever. The roll to determine what type of armor is being generated results in an AC bonus (from +1 to +10) with examples of what kinds of armor provide those bonuses. Except that the armor types don't match up with their d20 counterparts. For example, +1 armor includes heavy cloaks, +7 armor includes dragon leather, +8 armor includes adamantine chainmail, +9 includes mithril platemail and +10 includes adamantine scale mail. The adamantine and mithril entries are very much out of line with the adamantine and mithril entries in the DMG / SRD, and the other 'new' armor types introduced are not given full stats (no armor check penalty, max dex bonus, etc). This time the special abilities presented are less similar to the ones in the DMG, which makes them even more problematic as they don't include crafting requirements nor market price.

In the remaining sections, we encounter another issue of game balance, being that the items include new 'chakras' for magic item placement. Thus you can have a handkerchief that provides a +5 resistance bonus to saves

* * *

Fortunately, the product makes up for some of these faults in the sample items, each is fairly well described (although very briefly) and is fairly interesting, if not incredibly exciting. But this is always hampered by the inability for Player Character spellcasters and crafters to manufacture items of this kind, and is further compounded by a complete disregard for compatability with the existing magic item creation system presented with the d20 system.

Finally we come to the layout. It is atrocious. The product is single-column in a 12 point font with 1 inch borders (in other words, basic word processor ouput) with a simple graphical footer a full inch above the bottom of the page. The only graphics included are visible in the sample version (which is available from this link: http://jwalborn.brinkster.net/ddgg/ddggtoa1_pre.pdf ), and the OGL isn't even done properly (no declaration of OGC or PI, no credit in the Section 15 to the SRD). In all, the product is nowhere near an average product, even for $5 (let alone the $14.00 price tag quoted on the back cover of the PDF). It isn't attrocious, mind you, but still pretty poor except as an idea mine for sample items if you throw away the item generation system. A product like this might have competed in the first year of the d20 PDF market, but it is a painful read now.
 


John,

Monte Cook wrote an excellent short essay that includes thoughts on author/publisher response to reviews. Specifically, his first point and the sidebar.

http://www.montecook.com/arch_lineos62.html

-Clint
 

Ah, my apologies.

I hadn't realised that cutting down the tables so that evil kingdoms have magic items while good kigndoms don't, or the table with only 5 alignment choices instead of the typical 9 were all done to make the product more story-oriented.

But since when is including the basic CRAFTING RULES for a magic item power gaming? This book introduces new magic item properties, but then makes these items impossible to determine the value of or to figure out how to craft them. List prices are not for the SELLING of items, they are for the manufacture, so the DM knows how much it costs in XP and gold for a character to manufacture the item, and so the approximate value is known for balance reasons, not for shopping. I also don't believe the magic items should be sold like beef. In fact, NO magic items beyond potions and scrolls are to be found for sale in my campaigns, but I still need to know the costs to manufacture items as the players have Craft Magic Arms & Armor and Craft Staff feats.

It's all good to add flavor to items. In fact, the BASIS of the system you developed could do that if it didn't supplant the magic item system completely from the DMG. But to add flavor at the cost of throwing out game balance and penalizing the players who have invested in item creation feats? No thanks.
 


Very classy.

Bitch about how my review is from a power gamer and how ROLEPLAYERS don't want things like price tags on magic items (because obviously they are too busy roleplaying to take feats like Craft Magic Doohickey), and then get your comments deleted so you don't look like someone desperately trying to deny the validity of any negative reviews.
 

Alright, see... It may be bad form to defend my product, but I certainly feel I have the right to defend myself when attacked personally.

Ernest, your behavior here is deplorable. There is no call to use offensive language or attack a publisher personally.

My comments were not in any way offensive. I did not provoke you. I asked for them to be deleted because of the article that Monte Cook wrote and Clint posted, above.

I encourage anyone intersted in this product to read the reviews left by our RPGNow customers here:

http://www.rpgnow.com/product_info.php?products_id=1944&

I don't know what axe Ernest has to grind with us, or me personally, but it's clear to me he's bent on running us down. So please at least weigh his review against those on the actual vendor site.

Thank you,

John
DDG Games
 

The axe is that you specifically stated that only power gamers would be interested in item creation rules to go with the new abilities included in the book, wheras roleplayers are not interested in such things.

Thus labelling me a "power gamer".
 

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