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<blockquote data-quote="Messageboard Golem" data-source="post: 2009195" data-attributes="member: 18387"><p>This review is for <em>War</em>, a d20 rules supplement from <a href="http://www.alderac.com/" target="_blank">Alderac Entertainment Group (AEG)</a>. This 144-page sourcebook takes an in-depth look at the elements needed to run a large scale and/or long term war in your campaign world. It retails for $19.95.</p><p> Chapter one examines the cause and effect relationship of war upon the lands. Reasons behind starting a war are addressed, as are the ramifications that affect the societal structures of both sides. Players venturing into a worn-torn country will quickly find themselves under suspicion by locals and the subject of mistrust. The logistics necessary to maintain warfare are also presented, such as keeping supply lines open. Army composition, formation and tactics, the use of magic on the battlefield, and how individual races fare with war finish out the chapter.</p><p> Chapter two addresses the relationship of war and class game mechanics. New uses for existing skills, a new profession (artillery), and seventeen new feats are detailed. The feats are useable although a few need to be tweaked for better balance before using them. I like Power Shot and Too Tough To Die. Both are balanced and add to the overall game mechanics nicely. Seventeen prestige classes close out the chapter. Players or NPCs may choose from Beast Handler, Brute, Elf Treerunner, Epic Athlete, Footman, Gutter Fighter, Knight Chaplain, Lancer, Mercenary Captain, Rake, Sharpshooter, Shieldbearer, Spellbreaker, Wandering Squire, Warleader, Warmage, ad Wild Rider. Most have no game mechanics issues, however GMs should be careful about allowing players to take Epic Athlete, Spellbreaker or Warmage. They are a bit overpowered.</p><p> Chapter three is about the siege. Sieges make good plot devices and this chapter is designed to help GMs run one effectively. Tactics, types of siege engines, ammunition, and defensive weapons are all detailed. My favorite ammunition is grape shot, which turns a cannon into a large shotgun.</p><p> Chapter four addresses the use of magic in a war. Each school of magic has a specific use during a war and is addressed in this chapter. A selection of war deities is given but without game stats other than domains (sorry <i>Deities and Demigods</i> fans, you’ll have to make up the stats on your own). The rest of the chapter details the domains and additional new spells, both arcane and divine.</p><p> The final chapter gives GMs the necessary tools to insert his players into the middle of a war campaign. The rules for a simplistic mass combat system are presented which lets players command whole divisions in battle. Alignments, character classes, races and their role in war are also discussed.</p><p> Overall, <em>War</em> is a respectable offering in the d20 field. It has some very useful information for GMs who run their own worlds and want to add the element of war to it. While it does have some game mechanics issues, it is still a worthy addition to your collection. I enjoyed it and feel it is money well spent if you’re looking for a book of this nature.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009195, member: 18387"] This review is for [i]War[/i], a d20 rules supplement from [url=http://www.alderac.com/]Alderac Entertainment Group (AEG)[/url]. This 144-page sourcebook takes an in-depth look at the elements needed to run a large scale and/or long term war in your campaign world. It retails for $19.95. Chapter one examines the cause and effect relationship of war upon the lands. Reasons behind starting a war are addressed, as are the ramifications that affect the societal structures of both sides. Players venturing into a worn-torn country will quickly find themselves under suspicion by locals and the subject of mistrust. The logistics necessary to maintain warfare are also presented, such as keeping supply lines open. Army composition, formation and tactics, the use of magic on the battlefield, and how individual races fare with war finish out the chapter. Chapter two addresses the relationship of war and class game mechanics. New uses for existing skills, a new profession (artillery), and seventeen new feats are detailed. The feats are useable although a few need to be tweaked for better balance before using them. I like Power Shot and Too Tough To Die. Both are balanced and add to the overall game mechanics nicely. Seventeen prestige classes close out the chapter. Players or NPCs may choose from Beast Handler, Brute, Elf Treerunner, Epic Athlete, Footman, Gutter Fighter, Knight Chaplain, Lancer, Mercenary Captain, Rake, Sharpshooter, Shieldbearer, Spellbreaker, Wandering Squire, Warleader, Warmage, ad Wild Rider. Most have no game mechanics issues, however GMs should be careful about allowing players to take Epic Athlete, Spellbreaker or Warmage. They are a bit overpowered. Chapter three is about the siege. Sieges make good plot devices and this chapter is designed to help GMs run one effectively. Tactics, types of siege engines, ammunition, and defensive weapons are all detailed. My favorite ammunition is grape shot, which turns a cannon into a large shotgun. Chapter four addresses the use of magic in a war. Each school of magic has a specific use during a war and is addressed in this chapter. A selection of war deities is given but without game stats other than domains (sorry <i>Deities and Demigods</i> fans, you’ll have to make up the stats on your own). The rest of the chapter details the domains and additional new spells, both arcane and divine. The final chapter gives GMs the necessary tools to insert his players into the middle of a war campaign. The rules for a simplistic mass combat system are presented which lets players command whole divisions in battle. Alignments, character classes, races and their role in war are also discussed. Overall, [i]War[/i] is a respectable offering in the d20 field. It has some very useful information for GMs who run their own worlds and want to add the element of war to it. While it does have some game mechanics issues, it is still a worthy addition to your collection. I enjoyed it and feel it is money well spent if you’re looking for a book of this nature. [color=green][b]To see the graded evaluation of this product, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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