The setting looks amazing, and this guide dispelled any doubts about my desire to pick up the setting for 13th Age. I look forward to incorporating it into my homebrew campaign.
I would almost recommend not purchasing the Traveler's Guide and instead just buy the campaign setting.
I bought this to have a complex model on the table and was not disappointed. The construction took a little while (I am slow) but was not difficult. Fits in well with everything from medieval to modern terrain.
I would have loved to see different textures for the side rooms, but considering this is one of 3-4 unique gates that dave makes, I don't think those big layering options are as critical as they are on some other models.
The balconies are a great addition, but I noticed for me that the support beams are too short to line up with the metal plate textures they are supposed to be attached to. Likewise the front rail of the balcony was not quite wide enough, but maybe that's just a problem with my printer. Nevertheless I highly recommend building this with the balconies, it adds a whole other level of play ability to the model....
This model is fantastic. I've been waiting for a ship model that's in the medium sized range (larger than Dave's previous works but not quite the size of WWG's behemoth "The Maiden". The quality is top notch (do you expect anything less at this point?). It took awhile to construct but that's because I'm new to cardstock terrain. If you're experienced or have a robocutter it should take a lot less time than the 1.5 evenings it took me.
The texture differences allow for a wide variety of looks to be made, with differences on the hull and sail colors as well as extra bits and details. The aft topdeck is made to be removed.
I do have a few suggestions for someone that buys this model. As is, the masts are not made to be removable. That causes storage problems and also doesn't allow you to swap sail/hull combinations. Instead of gluing the masts to the deck, I cut out a "+" sign piece of cardstock, scored it, and glued it to the deck so it can be folded upwards and the mast ...
So I'm always late to the party and when it comes to fanzine doubly so, issue number #2 of Vacant Ritual Assembly is already hitting the stands and I'm just learning about the zine now. Its sort of like an underground zine that back in the late 90's would have hit the streets if you were into the sort of dark and weird that is Lamentations of the Flame Princess all in one fetid place.
Reading through Vacant Ritual Assembly is sort of like turning into an OSR indie horror movie at about four A.M. and coming into the middle of the movie. You stay up to watch it, you know your enjoying it but you just not sure what the hell you just saw but you enjoyed the hell out of it.
This zine has everything that I loved about old school horror gaming with a dangerous Lovecraftian sensibility and none of the pretentiousness of other BS rpg stuff. It simply presents a solidly done horror OSR kick in the head. Besides some dangerous and weird artwork. Vacant presents some actual useful content for...
A very nice addition of a race to any eastern or Asian themed campaign setting, or even just a hidden race to apply in any campaign. The stats are pretty balanced, especially since the alternative form doesn't seem to give any ability bonuses.
There are a couple things about the race that needs clarification however. One downside is no combat stats are given for their fox form, such as their AC (I assume armor melds into the form and is inactive until they assume human form) or if they have a natural attack in that form. There's also a vagueness in the
Master of Disguise feature. Do you take the form of the same humanoid each time with whatever minor alterations you desire? Can you shapeshift into any other individual? I'd say it should instead allow you to assume your specific humanoid form AND give Advantage on Disguise checks to appear as another humanoid form through magical alterations or proficiency with a disguise kit.
Aside from the slight vagueness, it's a very good ...
If you're a player, this is a great book for variety in the early days of 5th edition. While the title implies it's a single race, it's actually more like 17 races with different stats. Want a faster race? There's a yokai for that. Want natural armor? There's a yokai for that. Want flight? There's a yokai for that.
If you're a DM, this is not so great as it gives way too much variety for players with little balance. There isn't a base yokai race or shared racial traits across them all, making it very difficult to remember. Some of the options seem unbalanced, and the ability modifier bonuses are a little too tailored for specific classes.
The format also needs work, with the special abilities of each race buried in a paragraph about its description. Making it fall more in line with the official 5th edition books formatting would go a long way to making it better.
My advice would be to make a basic yokai race (maybe something like +2 dex default and Scent) and then list the ...
A very interesting idea for making it so that there can be some variety with enemies in 5th edition. Since 5th edition removed a lot of spell-like abilities from enemies that typically had them in previous editions, a lot of dangerous enemies became simply menacing but not able to back it up in the way my players have come to expect. With this product, I was able to surprise them with a return to old school days when a sudden spell-caster in the midst made a fight last more than five rounds.
It also allows for a far more ominous villain patron when a shaman suddenly loses favor and explodes in front of the party. The trick is whether or not it destroys their equipment, because then it might make the party break down in tears....
Ran this for a group of friends who are mainly newbies or used to freeform RPGs. They picked it up in minutes, and we had a great time. If you're looking for a game with a fun mechanic and a lot of internal flexibility, this is it. If you're looking for a simulation or something with lots of realistic benchmarks, look elsewhere though. The actual results of play feel realistic enough, but I had some trouble getting one friend to accept the softer bits. I like using the ORE, especially if I'm homebrewing something, since it's so easy to create complexity without getting bogged down....
5th dition D&D... they better could have stuck at Basic D&D or AD&D2
game System; meager
Game balance; unavailable
logic; not existent
spells; meager to ok
new races;.///truly?... stay to the normal races... this is too much and even corruopts the sense of game fun. The D&D basic; human, elf, dwarf, halfling, gnome are enough, for those few the PC book enable other races. But 90% prefers still the basic 5.
I'd prefer a normal monster info over this. and basic storylines to plot further...even when it is crappy 3rd, 3.5, d20, 4th, or 5th edition...or acceptable AD&D2...
This is just what I have been looking for! Will be running it tomorrow for my group. I can hardly wait to see how they like it. I'm sure they will! Keep up the good work, I can hardly wait for the next part.
Open D6 seems to be undergoing something of a Renaissance, with Project and Breachworld both producing excellent sci-fi content for the system.
Project runs on a slightly modified form of the engine that powered the classic Star Wars RPG from West End Games. So if you enjoyed that classic game, you know basically what to expect from Project's system. It's the setting that sets Project apart from other RPGs.
In brief, the world is recovering a global psychic disaster that wiped a good portion of mankind's memories when the walls between dimensions come crashing down. Enter Project, a massive NGO dedicated to protecting what's left of humanity. Project fields an assortment of agents- the player characters- who are basically cybernetically enhanced psychic superheroes. It's a great, gamable premise, with lots of potential for action and exploration. There are occasional moments of brilliance in the writing, such as the amazingly evocative description of an angel's wings, or the psy...
-This game is incomplete and toolboxy.
-There are no rules for creating Non-Human characters. This was my biggest disappointment.
-Many spells are given fluff descriptions with no game effect
-Many rules are unclear.
-Many rules are unbalanced.
-Not worth $8. I got it on sale for $5.60 and it wasn't worth that IMHO.
+Good special abilities(for creatures) section that I will adapt to other systems.