The Sigil
Mr. 3000 (Words per post)
Me! me!
Within the last 4 weeks, purchased (after nearly a month of "being a good boy and buying nothing"):
Alchemy & Herbalists (Bastion Press) - Found the constant "cutsie" spellings ("Chymical" instead of "Chemical", etc.) got really annoying really quickly. Some nifty ideas for Alchemy and Herbs though - liked the text but Bastion Press' "Sinewy" look on their art is starting to get on my nerves after Minions, Villans, Arms & Armor, Ink & Quill... wasn't thrilled with the art initially but could ignore it... after seeing it time and again it's getting tougher to ignore. I also love Bastion's OGC policy (all text but "Bastion Press" is OGC) and will support them for that alone. *Recommend*
Deities & Demigods (WotC) - A resounding "enh" with shoulder shrug. See my post under the "Asmodeus..." thread on this board for what I would have preferred to see. Not NEARLY enough useful information. *Do not recommend*
Spells & Spellcraft (Fantasy Flight Games) - Spells are, well, spells, but this has a lot of other ideas (some a bit lacking in execution) that I love - improving familiars, new alchemical items, new magical materials, new sorcerous feats that are actually somewhat original (bloodburn). LOTS of good ideas in this one. *Highly Recommend*
Encyclopedia Arcane: Constructs (Mongoose) - Much better treatment of Constructs than Spells & Spellcraft, but for a book entirely devoted to Constructs, it had better have a better treatment.
Liked the rules, but constructs are something of a sentimental favorite for me. If you aren't a huge fan of them, probably not for you. *Recommend if you like constructs, Don't Recommend if you dont*
Quintessential Fighter (Mongoose) - Flipped through it, purchased it for the fighting styles alone. Great way to add to your fighter without Feats. Of all the books I have, if I had to recommend one to a player who is using a fighter, this is the one. *Recommend unless you hate fighters*
Armies of the Abyss (Green Ronin) - To be honest, a little disappointed... too much space wasted on the "Powers of the Abyss" that Thautamurges can serve. Would have preferred to see more monsters. Cut the pages spent on Powers in half and give me more monsters instead and gets a Highly Recommended, as is, found too little bite for my buck to give it that kind of rating. *Recommend*
Bluffside: City on the Edge (Thunderhead Games) - Lots of good stuff here (not just saying that because I have a business relationship with them either), has a wonderful amount of crunchy bits. Gripes: Needs an index, needs to have a reference with each NPC in the appendix as to where they can usually be found. Admittedly, these are MINOR gripes. *Highly Recommend*
Also, I feel I should include books I was going to purchase but did not after skimming through them - these opinions are my own and based on spending about 10 min with each book:
Quintessential Rogue: Long on flavor text, short on crunchy bits. Trap construction and rogue equipment have been done already - give me something new (like Q Ftr's fighting styles), not "more of the same." *Highly Discourage*
Encyclopedia Arcane: Chaos Magic: Alone, might be okay, but I bought Wild Spellcraft (Natural 20 press) last month and wasn't pleased with the amount of white space, though the concepts were good. With Wild Spellcraft to compare with (as a benchmark) decided that this costs more and seems to have fewer concepts with less development. Ugh. *Discourage*
If you want my opinions on stuff I've gotten since the beginning of the year it will be much longer. I'm not trying to slam anyone, and not trying to conduct full reviews here, just giving my honest opinions.
--The Sigil
Within the last 4 weeks, purchased (after nearly a month of "being a good boy and buying nothing"):
Alchemy & Herbalists (Bastion Press) - Found the constant "cutsie" spellings ("Chymical" instead of "Chemical", etc.) got really annoying really quickly. Some nifty ideas for Alchemy and Herbs though - liked the text but Bastion Press' "Sinewy" look on their art is starting to get on my nerves after Minions, Villans, Arms & Armor, Ink & Quill... wasn't thrilled with the art initially but could ignore it... after seeing it time and again it's getting tougher to ignore. I also love Bastion's OGC policy (all text but "Bastion Press" is OGC) and will support them for that alone. *Recommend*
Deities & Demigods (WotC) - A resounding "enh" with shoulder shrug. See my post under the "Asmodeus..." thread on this board for what I would have preferred to see. Not NEARLY enough useful information. *Do not recommend*
Spells & Spellcraft (Fantasy Flight Games) - Spells are, well, spells, but this has a lot of other ideas (some a bit lacking in execution) that I love - improving familiars, new alchemical items, new magical materials, new sorcerous feats that are actually somewhat original (bloodburn). LOTS of good ideas in this one. *Highly Recommend*
Encyclopedia Arcane: Constructs (Mongoose) - Much better treatment of Constructs than Spells & Spellcraft, but for a book entirely devoted to Constructs, it had better have a better treatment.

Quintessential Fighter (Mongoose) - Flipped through it, purchased it for the fighting styles alone. Great way to add to your fighter without Feats. Of all the books I have, if I had to recommend one to a player who is using a fighter, this is the one. *Recommend unless you hate fighters*
Armies of the Abyss (Green Ronin) - To be honest, a little disappointed... too much space wasted on the "Powers of the Abyss" that Thautamurges can serve. Would have preferred to see more monsters. Cut the pages spent on Powers in half and give me more monsters instead and gets a Highly Recommended, as is, found too little bite for my buck to give it that kind of rating. *Recommend*
Bluffside: City on the Edge (Thunderhead Games) - Lots of good stuff here (not just saying that because I have a business relationship with them either), has a wonderful amount of crunchy bits. Gripes: Needs an index, needs to have a reference with each NPC in the appendix as to where they can usually be found. Admittedly, these are MINOR gripes. *Highly Recommend*
Also, I feel I should include books I was going to purchase but did not after skimming through them - these opinions are my own and based on spending about 10 min with each book:
Quintessential Rogue: Long on flavor text, short on crunchy bits. Trap construction and rogue equipment have been done already - give me something new (like Q Ftr's fighting styles), not "more of the same." *Highly Discourage*
Encyclopedia Arcane: Chaos Magic: Alone, might be okay, but I bought Wild Spellcraft (Natural 20 press) last month and wasn't pleased with the amount of white space, though the concepts were good. With Wild Spellcraft to compare with (as a benchmark) decided that this costs more and seems to have fewer concepts with less development. Ugh. *Discourage*
If you want my opinions on stuff I've gotten since the beginning of the year it will be much longer. I'm not trying to slam anyone, and not trying to conduct full reviews here, just giving my honest opinions.
--The Sigil