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Traps and Treachery
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<blockquote data-quote="CRGreathouse" data-source="post: 683118" data-attributes="member: 474"><p>I didn't like it. I had heard great things about it, but thought the traps were mostly uninspired and the classes poorly balanced. It has 6 +2/+2 feats, leaving only 13 other feats on the five pages ((34-39) used for feats. The margins were wide (1"x1"x.75"x.75" with .6" gutters) and the font is large.</p><p></p><p>The traps are the largest part of the book, pages 60-139. They're spaced one page per trap, which spreads them thinner than the rest of the book -- about 250 words to a page, including the 'stat block'-like entry at the beginning.</p><p></p><p>My main problem, though, is that they just weren't as creative or interesting as I had hoped. While the "Blood of the Wild" trap mentioned above is a great one, it seems the exception, not the rule:</p><p></p><p>* Blackstone's Shredder Chute: fall down, take slashing damage.</p><p>* Blackstone's Slicing Snare: razor-sharp net drops on PCs.</p><p>* Perivax's Pit of Poisoned Water: fall into a pit of poisoned water</p><p>* Blackstone's Cat and Mouse: <em>polymorph other</em> trap</p><p>* Spin Die: perhaps the longest trap entry, at ~800 words. Fall and take slashing damage.</p><p>* Blackstone's Malign Masher: a boulder falls and crushes you (10d6 damage, unavoidable).</p><p></p><p>Perhaps I'm just a bit harsh, but I didn't see anything I'd really use.</p><p></p><p>Edit: Spells and Spellcraft, also by FFG, is a wonderful book which I enjoyed a great deal and use in my game. It has new spells, magical items, and materials. I didn't like T&T, but FFG has plenty of other good stuff!</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 683118, member: 474"] I didn't like it. I had heard great things about it, but thought the traps were mostly uninspired and the classes poorly balanced. It has 6 +2/+2 feats, leaving only 13 other feats on the five pages ((34-39) used for feats. The margins were wide (1"x1"x.75"x.75" with .6" gutters) and the font is large. The traps are the largest part of the book, pages 60-139. They're spaced one page per trap, which spreads them thinner than the rest of the book -- about 250 words to a page, including the 'stat block'-like entry at the beginning. My main problem, though, is that they just weren't as creative or interesting as I had hoped. While the "Blood of the Wild" trap mentioned above is a great one, it seems the exception, not the rule: * Blackstone's Shredder Chute: fall down, take slashing damage. * Blackstone's Slicing Snare: razor-sharp net drops on PCs. * Perivax's Pit of Poisoned Water: fall into a pit of poisoned water * Blackstone's Cat and Mouse: [i]polymorph other[/i] trap * Spin Die: perhaps the longest trap entry, at ~800 words. Fall and take slashing damage. * Blackstone's Malign Masher: a boulder falls and crushes you (10d6 damage, unavoidable). Perhaps I'm just a bit harsh, but I didn't see anything I'd really use. Edit: Spells and Spellcraft, also by FFG, is a wonderful book which I enjoyed a great deal and use in my game. It has new spells, magical items, and materials. I didn't like T&T, but FFG has plenty of other good stuff! [/QUOTE]
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