Short reviews explaning what I think about a product. If you think it is a stupid concept, let me know. Well, if you like the concept, feel free to let me know as well.
All products are graded with stars, from * to ******.
*: For the love of God and all that is holy (and I do not even believe in God), do not buy this product.
**: I wasn’t impressed, but maybe other people could find it interesting.
***: It has some decent things, but overall there is room for a lot of improvement.
****: Good solid product.
*****: Great product, a must buy. You shouldn’t be playing 4e without.
******: If you haven’t bought it yet, you are a fool
I am in no way affiliated with any of these companies, and as such, everything I review is something that I bought myself, out of interest or need.
Wraith Recon (Mongoose) – Wraith Recon is a supplement for all that want the opportunity to run a different campaign. With Wraith Recon, your players will be able to play a different brand of heroes. Here nothing matters beyond the next mission. No one cares who you kill, as long as you get the job done. Looting every creature or running around searching every single room is a thing of the past, as all you need will be provided. All you need to worry about is putting together a kickass team, and getting ready to follow orders.
Wraith Recon provides a really good framework for making a campaign where the players are part of an elite strike team. With some sort of game-mechanics innovation in it, it would have scored higher, but sadly there is none. Also, do not expect too much from the art…
Rating: **** The Linotaur (Adamant Entertainment) - Maybe it is just me, but, as mentioned when I talked about the Apelord, I have always had a thing against talking animals as player races. The Apelord won me over, so I thought, why not expand that even more. However, four legged talking animals are just not doing it for me, apparently. I never was a fan of the centaur as a player race. I guess there is nothing wrong with the Linotaur per say, aside from the fact that I would probably not have chosen to copy-paste the gnoll’s racial power, ferocious charge. Originality is a great thing. While I won’t allow my players to play one, I kinda like the fluff and feel of the race, so I will most likely use it and create some barbaric tribes roaming the savannahs of the south.
Rating: *** Anthropophagi (Alea Publishing Group) – As I see it, there are several issues with these monsters. First of all, the crunch seems a bit off. Maybe it is just me (I haven’t compared to other than a few monsters), but 1d8+4 and 1d6+4+weaken for a mere level 4 brute seems nasty. Also, the aura will be a killer, for players that go below 0. The Marauder is also a bit odd, with an immediate reaction that is a bit cryptic. Also, I find the fluff hard to swallow. I mean, in what kind of world are official papers granted to undead, so that they can prowl the battlefield, looking for corpses. Maybe it fits Alea’s world, but it seems hard to fit in a “normal” campaign world.
Rating: ** Forges of the Mountain King (Goodman Games) – FotMK is an oldschool dungeon crawl if there ever was one. No roleplay, many rooms, many monsters in small rooms (9 monsters in a 3x5 room!!) and extremely lethal traps, all of it sprinkled with a riddle and an ancient evil. Liking that is a matter of taste I guess. I <3 the lethal traps, which incidentally are very fitting with the whole dwarven theme, but the lack of room to move around during many of the fights create some very static encounters in 4e. There are some random editing (?) issues, like an item power that should be a free action and not an immediate reaction, and also a referral to the wrong room at a point, but overall, I didn’t notice any huge problems on my first read-through.
I must however mention how very impressed I was with the
int 1 zombies’ ability to perform a circling move, in order to be able to ambush the players from behind. That’s putting very little to very good use
Rating:*** The Unbroken (One Bad Egg) – I have two words for you guys. Must. Have. The Unbroken is a paladin paragon path simulating a paladin that has broken with his god, but wants to do things that must be done, be they good or evil. Thematically, it’s hardly breaking new ground, but it is IMO a very important option to have in your campaign. But the best thing about this short PDF is that it gives you a smart way to not only handle the paladin code introduced, but that you can easily use it with the normal paladins and their relationship with their god. Hell, it could fit for any character that wants some sort of code. At $1.49, it’s worth every penny several times over.
Rating: ****** King of the Trollhaunt Warrens (WotC) – Following the Pyramid of Shadows, but not really linked in a significant way, WotC finally get their adventure-writing together and brings us one of the best adventures in many years. The premise is simple. A little town is threatened by trolls and their new troll king. The heroes arrive and must find the secret warrens, kill the troll-king only to haste back to town to foil an attack by the troll-king’s “army”. After the attack, they find out the troll-king is not dead, and return to the warren, killing the troll king again, only to have to follow him into the Feywild, where he has now been reborn as the ancient troll-king Vard, first king of Vardar. Good stuff all around. Skill challenges, fights and role-playing opportunities are all there in good amounts, with seeds for much more.
Rating: ***** Punjar - The Tarnished Jewel (Goodman Games) – While made for their 4e OGL DCC line, PtTJ is easily adapted to any game system, as it has absolutely no crunch in there. The only 4e-ism in there is one mention of the dragonborn. This large city (75k) is run by a former thief turned Overlord is a haven for scum, bribery, murder and other nefarious pursuits and beings. Even the council-seats are as default buyable. Aside from the council, there is little centralization. Each of the wards of the city is run in it’s own fashion, with a common theme of brutality and hopelessness permeating them. Goodman Games and Mr. Stroh have created the basis for something truly great, and this appetizer has definitely let me wanting for more information about the Tarnished Jewel.
Rating: **** The Demigod (LPJ Design) - Hi, my name is Jack, and I am an 11th level demigod fighter, and I can't die.. what? No seriously, The Demigod race has it's moments. Three things really annoy me though, when I read it. First of all, divine nature?
C'est quoi? Well, one must assume that it's mr LPJ dodging the GSL. Fair enough I guess, it just annoys me that the terminology changes from product to product. Second thing that annoys me, is the name. I mean, come one, DEMIGOD? I realize that it is what they are, but in D&D, when someone says demigod, you immediately think of someone extremely powerful. Not to mention the epic destiny from the core rules. So Jack the 11th level demigod fighter/vanguard becomes Jack the 21th level demigod fighter/vanguard/demigod? Say what? Last, but not least, can you spell B-R-O-K-E-N? Well, not the race in itself, but rather one of the paragon feats. Treat any roll of 10 or lower on a death save as a 10? First of all, there is no limit to this, so I guess that makes me pretty hard to kill, unless someone beats me down to below minus bloodied. Also, why would I need a feat to treat a roll of 10 as a 10? Hmm... There is some good stuff in there, I like the feel they got going, but it needs some work.
Rating: *** The Half-Dead (One Bad Egg) - It had to happen I guess. With The Apelord and The Unbroken One Bad Egg had raised my expectations to a unreasonably high level. Yet, there is something intriguing about the Half-Dead.The concept and flavor really appeals to me, but I am never going to use it as a full player race. I think that is the biggest hurdle of the Half-Dead. I do not see it as a race that many will use. I will however use it at some point, where one of my players die, as some plot device. We will have to see. Overall it's a well designed race, but I do have some concerns about the racial ability. +5 to all death saves is too much (I think, but haven't had time to do the math yet).
Rating: **** The Death-Mother (One Bad Egg) -
"A mockery of motherhood, the death-mother appears a rotting, clawed zombie with an enormous, bloated abdomen that splits open to reveal rows upon rows of sharp, needle-like teeth. A single long tentacle emerge from that maw on occasion; striking a foe, the death-mother exerts a momentary control over the victim’s mind and feeds its gestating get with leeched life-force" - If that just sounds cool, nay awesome, it is because it is. Between producing undeads during combat and devouring more corpses during combat to produce even more undeads, this monster can be a truly horrifying experience for your players. Do not deprieve yourself of the pleasure of using this against them!
Rating: ***** Critter Cache: Big Bugs (Blackdirge Publishing) - So, finally we got us some more monsters! And they even have descriptions! Okay, I must admit I have never been the biggest fan of bugs, but there are some real gems in this product, as long as you do not look too much at the art. It looks like 1e stuff. Okay, I guess some people might dig it, I sure as hell didn’t. We got ant soldiers that frenzy (get more attacks when they are bloodied), we got an ant queen whose pheromone burst has not one, not two, but three different applications, both offensive and defensive, making it an awesome controller/leader hybrid. There are a few places where the author went a bit overboard, such as a beetle (level 6 brute) which does 2d10+10 damage when it has a target grabbed. Ouch. All in all, a good solid product, filled with some nasty critters to dispense of your pesky players. If you feel that 4e is just incomplete without these kinds of monsters, add another star.
Rating: **** Tankard Tales: Willowbark (Myth Merchant Press) - Okay, so Willowbarks is a tavern at the edge of civilization. It is an interesting, if not completely innovative concept. The PDF describes the owner and his employees, as well as sets up some rumors and adventure hooks and some small adventure ideas. While I think that the author should have included stats for the owner and his friends, I like parts of the adventure seeds and the small adventures in Willowbarks. One sees the players being stuck in an alternate pocket-plane/dimension, due to a gnomish device gone awry. They must repair the device to return to their own plane, but unfortunately a portal to the Feywild is acting up and monsters are literally pouring in through the portal. Fun times, except that if the players fail, we are told that they just wake up unharmed, back at the inn. That’s kind of weak.
Rating:*** Lands of Darkness #2: The Cesspools of Arnac (XRP) - I think I won’t buy any more of the Land of Darkness series. Either they are extremely boring, or the whole concept just doesn’t suit me. The encounters seem repetitive and the new monsters seem without soul. Don’t get me wrong, there is some good, most notably a nasty level 5 disease which leaves you perma-dazed with a hefty penalty to AC and Fortitude defense. I am however not a fan of assured TPK’s which is what has been put in there. Sure, there is a skill challenge which allows you to avoid the encounter, or rather, resolves the encounter without bloodshed. A failed skill challenge is however a sure TPK. Against a level 3 a level 12 controller, 91 hps, insubstantial, flies, phases, and every 3rd round on average, he can make a close burst 6 attack that does 2d8+1 damage, pushes 5, and immobilizes (save ends). Of course, they can flee, I guess, but still...
Rating:** Paths to Prestige: The Fell Knight (Blackdirge Publishing) – First of all, despite the price tag of $1.50, you aren’t getting a whole lot. A prestige class, the corresponding template for monsters, and an example of a MM monster with the template slapped upon, along with a little fluff. Or maybe I am just spoiled. Anyway, the idea of the fallen paladin is fine, because we do not have it per say. We have the evil paladin via the core books, and the paladin that has given up on the gods via the Unbroken of One Bad Egg. So it’s filling a gap, although a very small gap. The problem I have with the Fell Knight is the implementation. For example, at 11th level, all powers you have that deal radiant now deal necrotic; except (because it is a class feature and not a prayer) your divine challenge. Then at 16th level, targets that are affected by your divine challenge take ongoing necrotic takes some ongoing necrotic damage. So your DC deals radiant damage and necrotic ongoing. Not really smooth in my book. Why not have DC do necrotic damage instead?
Rating:*** Gods of the Shroud (One Bad Egg) - Let me start out by saying that if what you are looking for is a replacement pantheon for your high-magic campaign, this is probably not a product for you. It is however the perfect set of gods for a gritty, dark world on the edge of civilization or humanity. Baring running such a campaign, the Gods of the Shroud should be perfect as Ancient gods, still worshipped by barbarians, various humanoid tribes or really anyone living on the fringe of society. I must admit that I would have liked more fluff, but the fluff gotten was very evocative and sparked a lot of great ideas - just as it should be. The Channel Divinity feats are mostly great, and quite fitting. Overall a product I will be using a lot.
Rating:***** Martial Power (WotC) – Expectations from my side were both high and low at the same time. High because it is the first real splatbook of 4e, low because it is a splatbook. I was not disappointed. I was not let down by what some claims to be a corporation of evil money-grubbing suits without soul. Martial Powers promises more options for my martial powers, and options it delivers in spades. Sure, not all are equal, and there might even be something horribly broken, but from a first quick read-through, Martial Power is just made of win. You get many new powers, many new class features, and quite a few new builds for greater variety. At a glance, I can easily see the beastmaster ranger becoming a favorite. I know I would like to play a ranger now. I can’t give it 6 stars, but since it is all crunch, I do not feel that I can do that without extensive testing. When that is said, this is a must have, if not only to give your players more options with regards to powers and feats.
Rating:***** The Kroola (Poison Ivy press) - Okay. I knew I shouldn't have bought it. I mean, jolly but aggressive crocodiles that walk upright, live in swamps or play pirates on the Seven Seas? Maybe it is just me, but it just didn't do anything for me. Fluff aside, one could hope for some decent crunch, but alas. While they probably fit some world, the Kroola are just too powerful for your average campaign. The "no-granting-CA-while-prone" and "the improved unarmed attack" are nice and fit thematically, the Kroola's racial power is just.. well powerful. As an encounter power, spend a healing surge for con modifier + ½ level regen that lasts for the encounter as long as you are not "not-bloodied" or unconscious. Sure, there will be times where you waste it, if ennemies disengage you soon after you are bloodied, but often it will be godsent. Imagine a Kroola Infernal Warlock (I actually have a hard time imagining that, but anyway...). 20 con and at 2nd level that's 7 hp regen per round. He could almost easily play tank with that.
Rating:** Draconomicon: Chromatic Dragons(WotC) - The 4e version of the Draconomicon is here. As opposed to the 3.5 version, it is only about the chromatic dragons. Now, this may not please everyone, just as the omission of the metallic dragons in the Monster’s Manual did not please everyone. Want to know everything about the psychology and physiology of the chromatic dragons? Want help on integrating dragons into your campaigns? Want dragon traps? Want dragon rituals? Want page after page of dragon lairs and a large variety of dragons? The Draconomicon is however full of all sorts of all the goodies you will need for running evil dragons. I can’t wait for Draconomicon: Metallic Dragons.
Rating:***** The Quintessential Wizard (Mongoose) - QW is essential a book of crunch. While it does have some decent fluff here and there, I am evaluating it based on the crunch. All I can say is that not much have changed. The Q-series had a reputation of being unbalanced, and even though it is a completely new group of designers, not much has changed. This book has more broken feats than all other 4e books put together. Several of the PP's are also really, really good (trying to avoid using the word broken again). The powers vary more, but seriously, sleep as an encounter power at level 5? Sigh. Oh and what the hell is the "held" condition (I understand what it is, but I shouldn't have to make even educated guesses)? Arguably there is stuff you could find useful in the book, but considering the size and the number of broken stuff, I cannot recommend it in any way shape or form. I expect more, and so should you!
Rating:* Heroes Handbook: The Dragonborn (Goodman Games) - A lot of people have been complaining that 4e lacks fluff, myself included at times. Well, if it’s fluff you want, it is fluff you will get. The dragonborn are here described as an ancient races steeped in tradition and honor. A sort of samuraiesque-indian hybrid race, divided into very distinct clans, each with their own history and traditions, each with their own interpretation of the Code of the Dragon, the cornerstone of dragonborn society; Courage, loyalty and integrity.
Each clan (8 are described in detail) comes with it’s own paragon path and feats. There is also a whole chapter of feats fitting any (well, there are prereqs) dragonborn character. Overall, it is great stuff, and while there are a few feats you as DM might need to take a look at (as well as a few PP’s), overall the stuff appears to not be completely unbalanced. Not everything has been the subject to the dreaded power-creep, and there are plenty of options for those who wish to build on their dragonborn character, making him even more distinctly dragonborn.
The book has around 60 pages of almost 100% fluff, 10 pages on how (tables) to make a engaging and interesting family history for your dragonborn, 20 pages of monsters (mostly different dragonborn) and finally around 10 pages of new magical items.
While I am 100% sure you could play 4e without this book, I would definitely not be without it.
[i]Rating:*****[/I%5