Warlords of the Accordlands - Wow!

Barbarian Error:

A 1st level class feature of the barbarian is a "Non-Magical Bonus". However, the actual number of the bonus is not listed. It sounds like an ability that would scale up over time, but it's not evident on the barbarian table. Also, it looks like a rule holdover from D&D 3.0, as it states that "Attacks made by the barbarian ignore damage reduction as if his weapon were enchanted with an enhancement bonus of the same amount." Of course, in 3.5 the DR is magic/X so the "+" of a weapon no longer matters for the purposes of overcoming DR.
 
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Wow

So, for those just joining us, the "Wow" comment at the end of the thread's name went from, "Wow, this looks really amazing" to "Wow, there are are a lot of old 3.0 editing snafus in here". :confused:

Well, keep them coming, I will try to assemble a FAQ and/or errata or somesuch, once I get my copies. I'll also try to put together a character sheet maybe they'll post; for they have no immediate plans for a custom character sheet, yet.

I did get confirmation that after all the 3.0 text was turned in and checked, one person was responsible for the entire 3.5 conversion, something that...may have been an overload. On the other hand out of over 1,000 pages of material, overall so far there are relatively very few gaffes. Hopefully the weekend provided more in-depth reading time from everyone?

-DM Jeff
 
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DM_Jeff said:
So, for those just joining us, the "Wow" comment at the end of the thread's name went from, "Wow, this looks really amazing" to "Wow, there are are a lot of old 3.0 editing snafus in here". :confused:

Well, keep them coming, I will try to assemble a FAQ and/or errata or somesuch, once I get my copies. I'll also try to put together a character sheet maybe they'll post; for they have no immediate plans for a custom character sheet, yet.

I did get confirmation that after all the 3.0 test was turned in and checked, one person was responsible for the entire 3.5 conversion, something that...may have been an overload. On the other hand out of over 1,000 pages of material, overall so far there are relatively very few gaffes. Hopefully the weekend provided more in-depth reading time from everyone?

-DM Jeff
There is an errata thread at http://temple-of-lore.com That seems to be the place for the people who play Warlord hang out.
 

I don't have the book in front of me, but one of the Monk abilities is a bit...odd.

It's the ability for the monk to make an attack that ends up causing the target to lose access to some of its feats for a time - to be decided by the monk. However, there's no restriction on the number of uses per day (and hence there's no reason why the monk wouldn't use this on every attack). The concept seems interesting, but in play it seems like this would really slow things down. You'd have to stop combat, present a list of the target's feats to the monk, and then the monk would have to decide which ones to remove. Combat is already a long process and this seems like a bad idea.

On a positive note, however, I like the redesigned fighter. Makes a lot more sense.
 


I got my copies of all the books but the monsters & lairs book this week.

I am stunned. The concept of the Medusan Lords is ebarrasingly similar to an old group we had called the Siblings of Blood. I'll have to call up one of my old gaming buds and tell him about this... he'll get a kick out of it.

The way the game is arranged is a bit remiscent of world of warcraft... mainly a rearrangement of existing classes, with a few specialists broken out and given a little extra flavor. I thought I was going to hate a gaggle of new classes, but in contexts, they aren't bad. Interesting even. I guess my main objection to new classes is throwing more redundant and specific classes on the same pile more than defining a new set.

One thing that's sort of interesting about the master codex... each race gets additional class abilities according to its race (except clerics, who get them according to their deity.) This is very cool, and gets at the heart of one of the main problems I have with clerics.

One thing bugged me about the campaign adventure book... an old grumble really: the innefficient use of space with NPCs. How many times do you need to repeat the full text of common familiar abilities, for example. In one place, the same exact familiar text is repeated on the same page. Grrr...

Let me know how your game goes, Steve. And Jeff, keep us posted on any updates!
 

Psion said:
One thing that's sort of interesting about the master codex... each race gets additional class abilities according to its race (except clerics, who get them according to their deity.) This is very cool, and gets at the heart of one of the main problems I have with clerics.

This sounds cool.

Can you offer an example?
 

Kunimatyu said:
Point.

The Monsters and Lairs book looks neat -- they've got multiple CR versions of the standard monsters, and included lairs for easy adventures. I hope Wizards pays attention for 4E -- 4 orcs of varying levels + lair beats having orcs, rasts, ravids, and phantom fungi.

Heh. MM4 did exactly that--offer multiple CR versions/modifications of orcs, gnolls, yuan-ti, and others--and WotC got raked over the coals for it.

Guess you can't please everyone all the time. ;)

On a personal note, while I'm potentially interested in these books, I'm simply unwilling to shell out that much money sight-unseen, and they seem (at least every place I've seen them) to come shrinkwrapped. :(
 

BryonD said:
This sounds cool.

Can you offer an example?

Okay, I'll start from the top. The abilities that assassins of various races get at the listed level (assassin is a core class in Accordlands.)

Deverenian:
1 - wealth (deverenian assassins get extra money from their house)
6 - dagger of venom (as in, the magic item)
10 - resourceful (provides bonuses to gather information checks to find items)

Dwarf:
3 - killer's hands
11 - Thick skin
16 - High pain threshold

Elf
5 - improved sneak attack
9 - memory phase (can create memory lapses in sneak attack victims)
18 - sneak strike (can sneak attack as a full round action)

etc.

For clerics and shamen, again, it depends on deity instead of race.
 

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