Showing posts with label recession Reviews. Show all posts
Showing posts with label recession Reviews. Show all posts

Sunday, July 27, 2014

Recession Reviews - Thunderscape the World of Aden Campaign Setting

Review written by Richard Litzkow

Thunderscape the World of Aden Campaign Setting
Written by: Shawn Carman & Rich Wulf (Kyoudai Games)
Page Count: 227
Throw Away Pages: 8 (2 cover pages, 1 toc page, 2 backer list pages, 1 OGL page, 2 Index pages)
Golden Pages: 11 (Races), 73 (New Classes and Alternate Classes), 5 (New Feats and Skills), 47 (Cosmology and Geography), 29 (New Equipment and Rules), 11 (New Monsters and Antagonists) total 179

Cover price: $19.99
Price per page: $0.09
Modified price per page: $0.09, cover price/pages + golden pages – throw away pages = modified price per page
Crunch to fluff ratio: 1.32 to 1
Our rating out of 10: 9 (highly reusable classes, feats, new equipment and races. Concepts like the Fallen class and it’s versatile and clever approach to combat, or the Ferran race are things that have been largely missing from core Pathfinder and are worthy imports into any home-brew or established campaign setting - either wholesale or with minor tweaks).

Description
For nearly a thousand years the world of Aden knew peace, technology and magic flourished and the realms grew rich and fat. Then one day, with no warning the sun disappeared and the world was plunged into darkness – as if someone had switched off the light. And in this darkness emerged the Nocturnals – the nightmares of every sentient living creature made real, and though the darkness lasted only a short time when the sun appeared again the Nocturnals were still there. Killing, feasting on an unsuspecting world – millions fell, others gave in to the madness and terror giving their souls over to it to become another horror. 10 years after the Darkfall the world struggles grow against a land overrun and tainted by the Nocturnals.

This is the premise for Thunderscape the World of Aden a godless world where magic and technology are synonymous. The book features all new classes, races, feats, other uses for skills and an entire section to new mecha-magical equipment and the rules surrounding it.

It also adds a terrifying new monsters, and an even more horrifying template – Nocturnal, that allows you to turn old monsters into new sinister specimens for your party to fight.

There are 7 new races in the Thunderscape campaign setting as well as the classic Dwarves, Elves, Humans and Half-Elves. Many of these new races are evolved forms of classic fantasy races. Goreaux are hyper intelligent goblins, Jurak are more civilized descendants of Orcs, Faerkin are gnomes who have crossbred with fey to such an extent that they often manifest outwardly fey traits. Rapcians are almost a south american themed lizardfolk. The new original races are the Echoes – featureless humanoids with an inky exterior that can adopt the shape and features of the deceased. The Illithix Exiles, a insectoid species with the hybrid features of bees and ants and the Ferran. The Ferran are a species of anthropomorphic animals, with three different racial packages – Ferran Predator, Brute or Sneak allowing players to decide what category their Ferran wants to come from. Mice Ferrans are probably sneaks, likewise Foxes, but there are no hard restrictions.

The classic fantasy races listed follow many of the original tropes, Elves as aloof and distant, Humans as versatile. Dwarves get a new backstory though, originating beneath the earth they eventually dug to the surface whereupon they believed themselves to have 'dug into heaven', fully three quarters of the race went back underground decrying those that stayed as heathens and waging a secret war on them.

Racial abilities are fair and balanced, with interesting note to the Jurak who gain a bonus to damage against any foe that has injured them within 3 rounds. Echoes likewise must make poppets incorporating material from the deceased they wish to appear as.

There are 9 all new core classes to play as, Arbiter, Entomancer, Fallen, Golemoid, Mechamage, Seer, Steamwright, Thaumaturge and Thunderscout. Very few of these will feel familiar, one could loosely compare the Mechamage to a Wizard but the focus on building familiar-esque golems and modifying them is a big enough difference to be worth read over a few times.
    The Arbiter is an Int based shield and weapon fighter with rogue like elements thrown in with their 'Strategic Maneuvers' picked every 2nd level after 3rd level.
The Entomancer is almost a sort of totemic druid that venerates insects, they too chose at every odd level an insect themed power from a series of lists including 'The Way of the Mantis', 'The Way of the Bee'. While they can take powers from any list they can only access the greater powers by having a certain number of abilities from within a single Way.
    The Fallen is perhaps one of the most unique classes to Thunderscape, they are those people who have been corrupted by the Darkfall but are often the anti-heroes that use their sinister powers to fight the darkness. From the 1st level of the Fallen class a player must choose one of 6 'Stigmas' (Befouled, Behemoth, Horror, Incinerator, Madcap and Seducer) these stigmas mark you are tainted but are also your source of power. As you level up you gain powers associated with the stigma you chose and each functions differently.
    As a class the Fallen is about combination, a default ability native to any Fallen is the ability to inflict a form of psychic torment on an opponent as a swift action. Opponent so marked save vs a status effect (like Shaken) and whether they save or not against the status effect are marked as 'tormented'. Tormented subjects take additional damage from the Fallen and are subject to a variety of other effects based off that mark.
    An example would include the Madcap stigma ability to be invisible to any tormented foe, allowing a Madcap to use another ability to inflict an area effect burst of torment so that a room full of enemies cannot see him until either the tormented condition runs it's course or he breaks the invisibility by attacking – at which point he becomes visible to that particular victim.
By far this class is one of the most clever in the entire book as each stigma has different ways of inflicting area affect torment as well as offering other unique debuffs that go along with their tormented condition.
    The Golemoid is another thoroughly unique class, they represent people who have either willingly or unwillingly become hosts to mechamagical implants (called manite implants) that reduce their life-span but become a part of them. As they level so given over to this magic they begin to grow new implants, shedding their organic heritage to become living constructs.
Almost all of their implants function off a grit like system called 'Steam' gaining an amount equal to their Level + Constitution modifier. This spendable resource allows them to activate many of their implants or gives them the ability to detect magic, buff their AC for a round, help them make acrobatics checks or break objects.
    Similar to a fighter the Golemoid chooses early on a specialty, in this case a form of combat. Steam powered weaponry, ranged combat or natural weapons. Their implants reinforce these decisions with a Gunner specialty Golemoid likely taking an internal ammo belt and finger guns for an optimal build. But implants are not limited by specialization allowing the player to customize as they see fit.
    The Seer is another original class, functioning as a close range bard who altered reality around her with her prophetic auras. Many of these auras allow a save, and an enemy that saves can be forced to make another save if they leave and re-enter the aura. Possibly subject to abuse by Seers who dance backward and forward to trigger a new save. The auras are unique offering things like 'decrease the amount of healing an enemy receives by the Seer's Wisdom modifier, while increasing ally healing by the same amount', or even allowing her to give additional actions to allies with her new but limited spell list.
    The Steamwright is another new class, as cutting edge techno-mages they invent volatile gadgets that only function a certain number of times per day but offer a fair bit of bang for their buck. These inventions can be modified, limited by whether it is a primary or secondary invention and by the class level of the Steamwright. Inventions include new weapons; like the Belcher (cone effect elemental damage), Grenade Launcher (the envy of alchemists everywhere) or even small auto Turrets. Utility inventions include rocket packs, translation goggles, trap detectors and so on.
    In addition Steamwrights may over-charge their weaponized inventions adding a pool of damage dice that they must declare beforehand. A Steamwright with a grenade launcher by level 5 could in theory deal 2d10 + Int mod AoE with an additional 2d8 firepower damage. In addition to deploying an auto turret that fires independently for 1d8 + Int mod. In terms of game-play balance Steamwrights pose a bit of a balance issue, outclassing all other similar level classes in raw damage even with a limited number of uses per day.
    After the Steamwright is the Thaumaturge, a reimagining of the Magic of Incarnum supplement for 3.5. The Thaumaturge has a deliberately abominable stat line, because all their power comes from drawing about legends and their aspects. These change your base saves, BAB and even give you temporary hit points. A Thaumaturge might never be able to cast spells but if you need a stand in Fighter, Rogue or Ranger then they are the Swiss army knife of classes.
    Finally the last new class is the Thunderscout, and one that impressed me least. They are small vehicle driving rangers meet 3.5ed Scouts and for certain nations they fit well with the fluff, so they make sense contextually. But mechanically compared to any of the other new classes they are far more boring. They get spells earlier but a limited selection and they are designed as swift moving vehicular ranged support. They don't have the interesting combination build up tool box the fallen have, or the customizability of the Golemoid. They don't bring highly modified golems to the party, or super-tech inventions. They aren't as flexible as the thaumaturge and they don't buff their allies as well as the Seer. Thunderscouts are a great fluff class and mechanically they are what Rangers dream of being but that doesn't make them as interesting – only competent.

    After the new classes there are explanations for how all the old classes fit in, including a bunch of new archetypes to make regular classes work in Thunderscape. This is also where the first mention of godless clerics and paladins come up. See if Thunderscape ever had deities, then they aren't there now. The World of Aden lives and dies on it's inhabitants, divine spellcasters still power their spells through faith but no-one is answering any calls when they try to start up a conversation.
    Additionally we learn that Detect Good/Evil, etc spells only function on the supernatural. Monstrous Humanoids, planar beings, all detect as an alignment, but ordinary beings don't. This is because as a setting Thunderscape focuses on surviving and thriving in a world being devoured by nightmares. Mundane evil is as invested in their own survival as they are mostly avoiding corruption and losing their mind. This means that a game revolves less around party alignment and more about prevailing what ever the cost.
    An important note though about the base classes in Thunderscape, guns in Thunderscape are treated as highly common to the point where many of the base classes gain a firearm proficiency or two, the twist is that guns, work like bows. So Gunslingers are problematic as many of their abilities function on hitting touch still. Either you nerf them, or you let them out class almost every other class.
    The new feats are all fairly standard, with exceptions like the feat Studied that grants additional free skill points base on your current level and gives you 1 additional skill point each level thereafter. This could be prone to abuse, but it also indicates that the writers wanted characters not to ignore skills as is commonly a problem.

    The remainder of the book covers a detailed historical timeline of the setting, a large section dedicated to each of the countries and a section dedicated to new weaponry and rules. Including the effects of manite implants on living beings – a fascinating read and delightful new mechanic. The Bestiary section is only 11 pages long and could do with more substance, and after that the index section (along with the original table of contents) is all nicely hyper-linked – like all proper pdfs should be, allowing easy navigation of the book.

Overall
    At the end of the day I love this book, it is well thought out and while there are minor editing oversights (some inconsistent phrasing of pathfinder core rules) or omissions in detail (regarding the new spells for animating constructs) the editing and presentation of the book are superb. The art is a bit of a mixed bag with many internal chapter pages having gorgeous tableaus but other art being markedly less high in quality (most commonly in the races section).

Friday, October 11, 2013

Recession Reviews: Kobold Press Round up

by Frank Gori


 

Times are hard and while a gaming book beats any trip to the theatre, our loved ones don’t always see it that way. When you can spare the money what products deserve your hard earned gaming dollars? Who balances enough crunch with the fluff to allow the frugal GM to recycle, after all the best games are the ones you can play over and over again without losing interest.

Normally we’ll not being doing half an AP all at once, and any who wish to review something in this format should email me a request at frank.gori@gmail.com

Trapster :

Written by: Maurice De Mare

Page count: 70 counting the inside covers

Throw Away pages: 7 (covers, credits, ogl page, 2nd index)

Golden Pages: 46! (reusable npcs, spells, reusable maps, monsters, new items)

Cover price: $9.99 (pdf version)

Price per page: $0.14

Modified price per page: $0.09 = Cover price/pages + golden pages – throw away pages= modified price per page

Crunch to Fluff Ratio: 9 to 1

Our Rating out of 10: 9.5- extremely reusable

Description (minor spoilers): Maurice deserves the Title of Trapmaster. His trap designs shows a mastery of traps that is enviable and he willingly passes on that mastery of traps to anyone willing to pay the price of entry. This isn’t just a books of traps (which would totally be worth purchasing) its also a how to one trap design (which is why this is near perfect.)

Slight quibbles come from the unfortunate fact that I’ve seen 12 pages of this material before for free by being a regular blog reader. I’m also never a fan of the double index give me it by CR I fon’t need alphabetical as well.

Overall I think the goal was to make a GM excited and interested in using Traps again and to arm that GM with a new bag of tricks this succeeds in that with flying colors.

 

Tales of the Old Margreve :

Written by: Tim and Eileen Conners (lead designers)

Page count: 113 counting the inside covers

Throw Away pages: 6 (covers, forward, ogl page, ad)

Golden Pages: 14

Cover price: $9.99 (pdf)

Price per page: $0.08

Modified price per page: $0.08 = Cover price/pages + golden pages – throw away pages= modified price per page

Crunch to Fluff Ratio: 18 to 1

Our Rating out of 10: 9- valuable

Description: On the surface this is 8 adventures without direct linear correlation sharing only a setting. Seen in this manner the content might not seem to justify the rating, but here’s where I tell you the real value of this product is that it teaches you to generate an atmosphere and theme of dark fairytales.

The adventures range from outstanding to run of the mill, however in the context of a campaign where the forest is massive and alive they become something more sinister. They create a vibe you typically only get from a good old fashioned horror story, you get a vibe that whatever lurks off camera is where the real terror lies.

This is one of my favorite products from any publisher.

Midgard Beatiary :

Written by: Adam Daigle

Page count: 109 counting the inside covers

Throw Away pages: 6(covers, forward, title pages)

Golden Pages: 103

Cover price: $9.99 (pdf only)

Price per page: $0.9

Modified price per page: $0.6 = Cover price/pages + golden pages – throw away pages= modified price per page

Crunch to Fluff Ratio: 13 to 1

Our Rating out of 10: 8.5- quite useful

Description: Counting the reskinned monsters you have over 100 new baddie beasts to throw at your PCs. I warn if you buy allot of Kobold Press stuff many of these monsters will be in other things you own (like tales of the old margrave.) It is still worth having them all in one place however.

Some of these monsters will never see use out of personal taste like any beastiary you’re going to end up with favorites and go to monsters.

 

Overall: Kobold Press is one of the 3PPs I’d extend trust to. What makes them successful is a business model that puts allot of eyes on a product before it ever gets released. There’s a theme of older school gaming but with modern and typically innovative twists. You will find a range of products that vary largely by contributing designers.

3PP rating- 8.5

The power levels of the GM based crunch work in Kobold Press’ printed work is right in line with Paizo’s. They aren’t stingy on artwork or layout though the writing can be a mixed bag. The vast majority is superb and would be above and beyond Paizo standards, a small minority of it is frankly slightly weaker and more obvious when compared to the other work Kobold press does.

Though I did not review player based content here, I have read and own some and that’s where KP stumbles slightly in my eyes. To be fair the player content is actually underpowered in my eyes and if a player really wanted to play the kobold version of a Shaman or Elven Archer or anything else I’ve seen for them I’d allow it. I’d also expect that player to underperform slightly and possibly make adjustments based on that person’s role in the party.

Another thing worth mentioning is that I haven’t purchased more recent player focused material like White Necromancy and what not, I’m basing this opinion on material that is a bit dated.

I highly trust them for GM related material, for player related content its never overpowered but I do think twice and wait for sales.

see notes below

 

The 3PP Bias, the Free Bias, Contributor Bias and the Crunch Bias

If you’re paying attention to these reviews you might have noticed something, these reviews will certainly favor 3PPs based on pricing alone. If a product is free or 100% crunch it will also heavily bias the review. In an effort to curtail this I’m taking the following measures:

-3pp Ratings This is an overall assessment of how the company’s products stack up in quality to Paizo’s or WOTC’s. What factors in are generally power rating being in line with standards like CR, layout, art quality, quality of writing, and editorial decisions.

Treat all Paizo and WOTC products as being a 10 or 1.0 multiplier. For 3PPs move the decimal 1 place to the left and multiply the ratings and prices by that to remove the 3PP bias. Below I’m adding my 3PP ratings for companies I’ve reviewed previously.

Raging Swan- 8 They are amazing at layout and underwhelming in art. The writing quality is very, very good and the crunch is meticulously on point. They do not spend money on artwork and it shows. I personally appreciate the savings but for the purpose of the bias standard their products wouldn’t draw the eye candy Paizo’s do.

As I've stated previously I'd trust their products and be more inclined to purchase because fo their brand.

Open Gaming Monthly OGM’s contributors are not paid and it shows. The writing varies widely from absolutely excellent to head scathingly poor, and the same goes for the art. The editing occasionally misses obvious typos and grammatical errors as well as crunch errors. Layout is fairly straightforward and solid but overall I’d never use at least ½ of their crunch every month. You’re still paying very little for it and its entertaining regardless of what you use but I’d place it a little above wayfinder which is a free publication. I will also note that OGM 5 was miles better then OGM 1.

Overall its so cheap and they love to bundle other goodies with it so its worth the price of admission anyway.

-Contributer Refrain I have absolutely no bias in judging the work of companies I contribute to as a freelancer, I will however refrain from reviewing any work that is my own.

-Dollar for 10 page for free products I’ll add a cost of $1 for every 10 pages for your downloading and reading time. This should address the free bias.