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Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Sunday, January 1, 2017

Adventures in Middle Earth player's guide review


I finally made my way through the players guide. It's been a crazy month with very little time to do a single read through. A few sections got a twice over. While other chapters got a quick scan.

While I'm no Tolkien scholar, I am a big fan. I'm now also a very big fan of this book. After reading through I really want to run this.

First off the book clearly has a setting. It's set firmly between the Hobbit and LotR. There is information on the people who follow Beorn known as the Beornings. As well as Bard leading his people north to rebuild Dale. It's really laid out well and good at explaining the time between the major events in the books.

The Cultures, which replace races are really done well. I find enough in them to encourage players and support different story possibilities. The cultures of man are the Bardings, Beornings, Dundain, men of Bree, men of the lake, men of Minas Tirith, Riders of Rohan, and the Woodman of wildland. The non-human cultures are Dwarves of the lonely mountain, Elves of Mirkwood, and the Hobbits of the Shire.

The Classes, of the six classes provided none are magic users. The scholar has some healing abilities and some trick abilities but nothing like the spells of 5E D&D. I like the variety of classes available. They really do cover the spectrum without too much overlap. The classes include Scholar, Slayer, Treasure hunter, Wanderer, Warden, and warrior.

The next section of the book is Virtues. Virtues are in essence feats. While a few (5) virtues are open and allowed by anyone the rest of them are Cultural specific. I find 5E feats truly superior to the version in eirlier editions. I find the ones in this game even superior to those in the 5E players book. Flavorful and specific to the people of each culture.

Backgrounds in AiME is less what job you once did, and more who your character is at its core. Part personal story and part archetype.

The equipment section is pretty basic yet  inclusive. Included in the equipment is a section or cultural heirlooms, which can be gained through story or Virtues.

Something new and interesting added to the rules is Journeys. This is a phase where the players plan out a route. And the number of perils will be found along the way. Players assign roles to characters and roll to see how well the party does on the travel. The journey will also include encounters both fellowship and combat along the way.

Some rules added by AiME is a new Ability called Shadow and some added skills. Shadow is taint of the dark forces. It's both the mark of dark influence and a measure or sanity, as the darkness clouds the mind of the effected.

After finishing the read through I was listening to someone review another game describing it was "not just another Tolkien based fantasy". And it hit me how un-tolkien like most fantasy is. Middle earth is actually a very dark and dangerous place. Middle earth is a very low magic when placed next to any version of D&D. It's full of personal horror and corruption, well intending people who do evil trying to do greater good. And stories of the lowliest of people rising to the occasion, overcoming the greatest evils. This to me IS what I want in a setting.

I've seen a few people talk about using things from AiME to run other low magic settings. One idea I would like to add to that is everything written in The Hobbit and LotR is set in roughly 1/6 of the total land of one of two continents of Tolkien's world. It would be just as easy to introduce other material to the AiME world.

Ideas for stealing from D&D to add to your AiME game. Goliaths could be men of the north, living north of the grey mountains for 1000s of years. Genasi are elves who originate from the northern undieing lands, from the region that are elemental touched. Eladrin are elves who have lived in the southern undieing lands who are closer to elf magic. Drow are elves touched by the shadow who moved to the land east of Rhûn. There is a lot of room on Tolkien's map not fleshed out.

Friday, September 30, 2016

Ultramodern5 Review



From the launch of 5th I hoped a modern version of the rules would be released.
What ultramodern5 offers is so much more than just converted and reskined 
D&D races, classes, and backgrounds.

The meat and potatoes of this product is the character build options, so I'll mostly be focused on that. I think anyone looking for a review will be wanting more details on those options.

There is a section for equipment, adventuring, and antagonists. There is also adventures included at the end of the product and even sample chapters.

Characters in Ultramodern5 are comprised of Race, Lifepath, Ladders, and Classes. This is why I find Ultramodern5 so special, it's sheer number of character options.

While everyone is assumed human there is still a system for benefits and shortcomings to add some diversity from character to character.
Lifepaths are a reworking of backgrounds, to include a way of life and social standings. 
There are 11 backgrounds to choose from.

Ladders are how a character lives it's life. They are optional abilities characters can gain in the place of magic or other powers for non- fantasy settings. Any ladder can be mixed with any class. There are 7 total ladders. The ladders are born leader, juggernaut, runner, savant, survivor, veteran, and warrior.

Classes are about what you would expect,  there are 10 classes. They are Face, Grounder, Gunslinger, Heavy, Infiltrator, Marshal, Martial artist, Medic, Sniper, and Techi.

Classes are then again defined further with 24 archetypes. Archetypes are not tied to specific class, if a character meets all the requirements they can take the archetype. The archetypes are anti-hero, authority, banner head, brawler, brother of blood, cleaner, country gunman, diplomat, driver, field machinist, field medic, grandmaster, gun dancer, infantry support specialist, machine of war, man at arms, militarist, pathfinder, pistolero, recon intelligence, ring fighter, sapper, selfless protector, skirmisher, and suave.

The sheer number of combinations is brilliant. For two players to end up with exactly the same character it has to be on purpose.

While I'm at it I would like to address a criticism I've seen for UM5. That some weapons, specifically guns don't do enough damage. I want to chime in here. 

How UM5 handles guns is that training is what makes guns dangerous. Anyone can fire a sniper rifle, a trained sniper is always deadly with a good rifle. Not just do I appreciate this and find it to my taste I feel it's right for a class based system. Also it's right for a game based on D&D, anyone can use a dagger, but a rogue with a dagger is deadly. Class abilities build on core damage.

If you wish to pick up a copy of Ultramodern5 you can pick it up here. I was not in anyway compensated or approached to review this product. I'm not even an rpgnow.com affiliate. Just for the record.

Tuesday, March 1, 2016

Mini review: Cross planes material for 5E D&D

I have been a long time follower of the cross planes blog and the plethora of work done by Mr. Mark craddock. His ability to grasp so many systems and make some of the most fun conversions always impresses me. I was glad to see he has made a few entries into the Dungeon master's guild.

These 5E character offerings are:
Dahmpires (race)
Goff (race)
Monster hunter (class)
The celestrial (warlock patron)
Mind mage (sorcerous Origin)
Tesseract (martial archetype)
Way of the Telekinetic (monk tradition)

Deities and Domains volumes 1&2, specialty priests of the forgotten realms (feats)

PDF's available here

I really enjoyed reading through them all, my favorite is the Dahmpire, but then I was pretty sure I would like that one.

The Giff, looks fun and different. Not often you hear of a hippopotami player race.

The monster hunter is perfect for my needs, will fit into my Ravenloft campaign nicely.

The celestial is now my favorite warlock patron, first time I ever thought a paladin warlock duel class could make sense to me.

I love that the mind mage, Tesseract, and Telekinetic are all psionis based characters, yet all three are distinct but feel very much part of the same psionic force. Each harnesess their power to their own abilities.

Though the two I think I will find the most useful are the Dieties and domains. Especially when using the sword coast's adventure guide. Nice to have the priests of the Faerünian pantheon laid out in usable feats. Or as I will, mine them for my own setting.

I look forward to seeing more from this very prolific author.

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...