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Warlords of the Accordlands - Wow!
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<blockquote data-quote="Psion" data-source="post: 2972020" data-attributes="member: 172"><p>I got my copies of all the books but the monsters & lairs book this week.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>Let me know how your game goes, Steve. And Jeff, keep us posted on any updates!</p></blockquote><p></p>
[QUOTE="Psion, post: 2972020, member: 172"] 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! [/QUOTE]
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