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The Text of Defensive Web is:
"Whenever you spend a full-round action to
By any means. This does no say "make a move action, 5-foot-step, or similar means of movement to leave it." The feats specifies "ANY means."
Thank you very much for the catch, Insain Dragoon. I did indeed make a mistake regarding the mage hunter's spellcasting and will immediately rectify it in all the usual places.
As for the level 15 fast healing - I'm not saying the fast healing is excessive for the level - I'm saying rendering any resource-expenditure for healing FOR THE ENTIRE PARTY obsolete breaks the the in-game logic hard, breaks the believability of the world hardcore. Any ability that fails the kitten-test, and I will stand by this, is all caps BAD DESIGN.
And I *DID* read the entire document. Multiple times. I spend *A LOT* of time with all PoW-books, comparing, making chars etc. And yes, I did make a mistake here. I don't particularly like the insinuation I did not properly read the book, but to each his own opinion.
However, wonky wording remains just that, wonky wording. Failed kitten-tests remain just that. A feat that flat-out prevents any escape from melee via any means remains broken and bad design.
Just my 2 cents, of course.
EDIT: I can't edit the above post, but please ignore this particular half sentence, which I ended with "Admittedly, a nitpick" - this one did not influence my final verdict in any way.
Part II of my review:
The Bladecaster gets d10, 4+Int skills per level, full BAB progression, 1/2 fort-save progression, 8 levels spellcasting progression, limited martial maneuver progression- notice a similarity? Yeah, this one is the arcane equivalent. At 1st level, the PrC can " The bladecaster may select one arcane spellcasting that he possesses;" and cast that sans arcane spell failure in light armor. What is "one arcane spellcasting"? A spell? ALL spells granted by e.g. levels in wizard? One arcane spell-list? Don't know, though I assume the second option... The PRc also gets a special stance that allows the PrC to sacrifice spells for bonuses - and this one is insanely powerful - damage-potential of the spells outclasses the benefits by far. Or so it seems - you get e.g. +1d6 bonus damage per spell level - of the sacrificed spell's energy type if applicable OR, if not UNTYPED. Not even force, UNTYPED. You know, the damage-type you can prepare against? Now even slashing, piercing - UNTYPED: Urgh. What about spell level to ALL saving throws? 5 x spell level resistance to ALL ENERGY TYPES? Yeah, duration only scales up to 3 rounds, but still. (Don't get me started with cantrips, btw. - the class ignores them completely.) Then again, the class gets a martial strike/cast spellcombat-like ability - as a swift action, useable 1+ initiator-mod times per day. Which renders me baffled - does this override the casting duration of the spell in question? Is it in addition to the swift action/action required by the strike? Does the spell still elicit a SR/save etc.? This ability needs severe cleaning up and gets utterly OP at later levels, when it actually gets a REACH. Countering spells via initiator-checks may also be powerful, but at least the ability works as intended and sans wonky mechanics. As a capstone, spells requiring an attack can be used to deliver martial strikes - even as a capstone in Path of War, broken - no more range limits. All melee strikes on range. Against touch AC. Urgh. At least the casting still potentially provokes AoOs here...
The third PrC, Dragon Fury, gets d12, 4+Int skills per level, +1 maneuver at every odd level, +1 readed per day at 3rd, 6th and 9th and +1 stance at 3rd level, full BAB-progression, 1/2 fort+ ref-save progression and is all about two weapon fighting - less penalties, power attack as if main-hand for both (or even as if two-handed), repeated counters - all mostly cool. At 8th level, the class gets a kitten-bag-fail ability that recovers an expended maneuver for every foe brought to 0 hp.(Insert Kitten-Bag rant again, plus nonlethal damage still not taken into account...). The capstone is cool, though - move 2x movement rate and attack like crazy. Neat capstone. The first PrC herein that I don't want to throw into the deepest fiery pits of hell - this one's actually cool. Nice!
The Mage Hunter, at d8, 4+Int, 3/4-BAB-progression, 1/2 ref-save progression and get access to spontaneous spells up to 4th level. Which they can cast governed by their initiator attribute - which is a blatant breaking of how spells are cast by any class. Int, cha, wis - can see that. I'm so tough/strong, I can cast magic? Nope, sorry. Admittedly a nit-pick, though. The mage hunter may expend spells as part f martial strikes to dimensionally anchor foes (which is nice, though aforementioned feat is better...), add damage-dealing dispel magic effects to strikes etc. The criticism of the former iteration of the simialr ability still applies here. There is also a class ability/stance that allows the mage hunter to cast spells as a swift action as part of a martial strike (see criticism above) AND not take any damage when making a save vs. an effect that has partial effects. That is a combined mettle and evasion. Mettle was broken in 3.X and has, for good riddance, not reared its ugly head in PFRPG. This is worse, even in the context of Path of War. Nuff said. The capstone, which eliminates the option to cast defensively, is the other nail in the coffin for this class - Knowledge (Martial) DC 21 to realize it before hand? Nice, only casters don't get the skill as class skill...Also: Hit point regeneration via SR and even granting temporary hit points. Doesn't sound so bad? AT this level, your PCs will have At-will abilities, which translate, once again, to INFINITE healing, though this time "only" for the character, not everybody. Still, broken as hell, even for a capstone.
The final PrC, the Umbral Blade, gets d10, 4+Int skills. full BAB-progression. limited maneuvers and 1/2 ref-save progression and is all about a connection to the plane of shadow, increasing power of veiled moon etc. Which is kind of cool, though I'd suggest a minor re-fluffing here, if only to avoid confusion in planar environments that lock out cross-planar effects. Using wis INSTEAD of str-mod to damage is in this context fine with me -kudos here! What leaves me utterly baffled would be "Blade of Night:" As the umbral blade’s shadow blade becomes a conduit for darkness and shadow, he is capable of opening a dread gateway within his soul to cause this darkness to surge through him and through the open conduit that is his weapon. The umbral blade may charge his shadow blade with this power as a move action, and later when needed, he may release this power as a free action as part of an attack or martial strike. This hungry and chilling darkness inflicts cold damage, and Blade of Night is added to each attack that the character makes during the round it is activated on." What the friggin' hell does this mean? Does it change regular damage to cold damage? If so, is there a more convoluted way to say it? I don't get, at all, what this ability does. Which is a pity, for the signature stance of the class rocks and is really evocative in its imagery, increasing its power over the levels into essentially an area, where it nets at-will blink (no italicization in the text), bonus HP and even turning incorporeal. One potential issue - the pyramidal way martial maneuvers are organized means that the changing effective stance level can lead to some confusion here. Better stealth, hide in plain sight and shadowy apotheosis also work. Over all, another solid, if not perfect PrC.
Editing and formatting are worse than in previous Path of War-installments, with more glitches and rules-ambiguities. Layout adheres to DSP's 2-column full-color standard and the pdf utilizes stock art that is thematically-fitting. The pdf comes fully bookmarked and in two versions, with one being more printer-friendly.
I feel like I've jinxed it. Author Chris Bennett's last two Path of War-supplements on the Warder and Warlord were vast improvements and had cool rules, neat ideas, streamlined design. They were not perfect, yes, but still - they worked. And honestly, the archetypes herein do mostly a good job and left me generally smiling. Then came the feats and PrCs.
All right, to make that clear - I judge this pdf not by regular PFRPG-power-levels, I don't compare it with fighter or, whatever divine being you worship or ignore, rogues and monks, but rather by the one implied by all previous Path of War-installments. The characters therein can compete with spellcasters on a damage-output level, while not suffering from depleting resources - which changes the dynamics of the game, yes, but it remains manageable. Most abilities are single target and somewhat restricted by atk, by a balance that may not be standard PFRPG, but it exists - good, that leaves SOMETHING for the casters to do beyond utility spells. The martial PoW-classes are a bit on the short-end regarding in-class variation, so adding archetypes = exceedingly good idea. In fact, I was utterly stoked about this release. Then I read it. So many failed kitten-tests. Infinite maneuvers. And then, the feats came. Want to know how broken some are? I can name HORRIFICALLY OVERPOWERED feats by Rogue Genius Games I'd rather allow into a 15-point-buy-low-magic-game than letting "Defensive Web" get anywhere near even a mythic game. This is not an increase, it is an escalation. Not starting with the caster/martial combo-classes that make the magus run to the next corner and cry his eyeballs out. Even if you just shrug at the power-level and think "Endzeitgeist is an idiot who's just nitpicking and complaining" - riddle me this: Do you consider PrCs that can net a whole group infinite healing good design? Nope? Thought so. This pdf is far from unsalvageable and indeed, some of the content works for me and fared exceedingly well under scrutiny/playtesting. That being said, this is still the most flawed of the Path of War installments to date and has ample issues that require fixing. Hence, my final verdict will clock in at 1.5 stars, rounded up to 2 for the purpose of this platform.
Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here and on d20pfsrd.com's shop.
@Malwing: Unless you're actively looking for stuff to dislike (Which you don't seem to do), being nitpicky and critical helps the designers more than writing an "OMG, diz iz teh awesum!"-review, so don't ever be afraid of voicing constructive criticism.
Expect to see oracle and witch very soon as well, btw. - they are very high on my priority-list.
Also: Great to hear that you'll revise ItB: Magus at some point - as mentioned in the review, there are some glorious gems in here and talent *does* show. :)
Dweorg and Dwergar are dwarven ethnicities of the Aventyr setting. While they are similar to what default dwarves are like, there are some minor differences in stats, traits etc. - I don't have my info ready and a lousy connection where I am, but yeah. Will check again tomorrow, but you shouldn't run into any problems with them...
Part II of my review:
Here, let me go on a slight tangent: AAW's modules provide statblocks for two systems that are related, but distinct and different - and both have in common, that their details eat up space. 60 pages of 3.5 stats, 64 PFRPG-stats. This means that you probably won't use the stats of the other system, right? Well...it actually depends. Personally, for example, I HATE how PFRPG weakened the Demilich. I'm taking the 3.5 statblock of that one over the PFRPG-equivalent and make a conversion of it - and having the statblock already done helps here. Perhaps that's just me, but I actually like how this results in alternative builds available for a minimum of work. Plus: Take a look at the page-count. Even sans using the statblocks of one system, this tome still clocks in at a massive 400+ pages. That's a lot of material.
Editing and formatting are top-notch - while any book of this size will sport a lonely glitch here and there, the overall book is surprisingly error-free. Now I've already gushed about the drop-dead gorgeous, superb layout. I'll do so again - It adheres to beautiful, stunning two-column standards and each of the different styles used is beautiful in its own right. Then there would be the artwork. I'm not engaging in hyperbole when I'm saying that this is one of the most art-intense 3pp-books I#ve seen so far, with quite an impressive array of "show, don't tell" full-color pieces that are simply stunning and, at one glance, help immerse the players in the epic. The pdf comes with a vast array of bookmarks, indexes for statblocks and the different layout styles further help with navigation. Kudos! Now, as you know if you've ever purchased an AAW-module, the cartography by Todd Gamble and Jonathan Nelson, quite extensive and improved from the already great original pieces, is simply stunning. As per the writing of this review, I don't yet have the hardcover in my hands, so commenting on the quality of the binding, paper etc. is not yet possible. HOWEVER, I do own quite a bunch of AAW-print modules and they have in common that they use high-quality paper, glossy covers etc. - production values of a top-notch level beyond what I usually get when purchasing print.
When I reviewed the original trilogy and when the kickstarter was announced, Jonathan Nelson and the whole AAW-crew told me, they'd make this book a full-blown 5-star + seal of approval beast. Big promises indeed and, to be honest, I was somewhat skeptical - the original trilogy worked well and had its glorious moments, but it also had some severe weaknesses regarding tying the modules together and some minor logic bugs. These are gone. Now you may not realize this in the beginning, with the start being rather slow and relatively linear, but this is not only a huge, sandboxy module, this is the most expansive underworld/underdark-sourcebook I've read in ages.
The second half of the "Second Darkness" AP, back in the day, felt somewhat soulless to me - yes, the underdark depicted there was strange, had deadly creatures and cool hazards and the finale rocked. But it, at least to me, felt like a big kind-of-dungeon. It didn't feel like a cohesive, huge world, with its own rules, culture, flora, politics. Yes, it was a HUGE step up from 3.5's exceedingly boring slugfest "City of the Spider-Queen", but still - to me, it fell short: Of the level of detail I expected, of actual believability. Perhaps that's just the scholar in me, but there are many components to making fantastical settings work and the underworld should elicit wonder, this slack-jawed awe, this feeling you're not in Kansas anymore and have entered a world governed by strange rules and convention different from the surface world.
Rise of the Drow manages to pull this off. The AAW-crew has an uncanny knack for crafting believable, unique cultures, social norms and the like and the places and their inhabitants depicted herein adhere triumphantly to this tradition, with the guest-authors Brian Berg, Christina Stiles, Jason Stoffa, Joshua Gullion, Kevin Mickelson, Mike Myler, Owen K.C. Stephens, Will Myers, Chris Bayes, Curtis Baum, Justin Andrew Mason, Michale Allen, Rory Thomas, Todd Gamble and Steven Helt (and yours truly, at least I hope so!) bringing their A-game to the table and add their talents to the basic frame crafted by Stephen Yeardley and Jonathan Nelson. Most surpisingly here - the narrative cohesiveness of the voices of the narrative and the book - too many authors ften result in disjointed prose, something thankfully absent here. Oh, and take a look at this list - notice something? Yeah, that's pretty close to a veritable who's who of great game-designers, with several publishers among them.
As a vast module, Rise of the Drow manages to weave a vision of drow as efficient, deadly adversaries to be feared indeed, with so much going on, so much additional material and level of detail, that I can almost guarantee that no two groups will play this vast module in the same way. Want to go linear, run this like an AP? No problem. Want your players to explore and truly get into the meat (or rather: rhizome!) of the underworld and go full-blown sandbox? No problem either. Your players start experimenting with magical spices? There you go, full blown table of unique effects. In fact, the only module that came close to this in structure (but not in detail) would be the legendary, unavailable closed patron project "Empire of Ghouls" by Kobold Press, then Open Design, which reigned supreme since I managed to get my hands on it as my all-time favorite underworld module. Where I'm getting at is: I can't, with all the modules I've read, for the life of me, mention a single underworld-module in any iteration of a d20-based system that would be on par with this beauty. Mind you, that from someone who is actually rather sick of the drow as adversaries.
Now don't get me wrong, this book surely isn't perfect. here and there, certain magic items or effects could have used a slight streamlining and not all supernatural effects the PCs will encounter have the crunch detail to e.g. dispel them...but personally, as much as you'll be stunned to hear his...I like this decision. Why? Because thinking of 2nd ad 1st edition, there were so many cool terrains, weird magical effects, strange phenomena - all not codified with caster levels and the like. And honestly, in some cases I think the game is better off that way. Magic, when pressed in too tight a corset, ceases to be magic and becomes a science, something you can study and predict. Now, before prospective adventure authors start grinning: No, I have not lowered my standards, for where it is necessary, where it is feasible (i.e. in the vast majority of cases), the module actually uses spells, effects etc. and provides all of this information. And personally, I don't think I need harvesting DCs or a check to but mushroom fragments into a bottle of alcohol and dissolve it. This beast of a sourcebook/module is exceedingly detailed, but in a matter that makes sense. It leaves room for the strange to be strange. And overall, the crunch felt more refined than e.g. the at times problematic supplemental crunch used in e.g. Razor Coast.
It also offers a cornucopia of uncommon ideas, one of the best final fights (and penultimate bosses), a glorious mini-game, takes the capabilities of the high-level PCs into account, offers freedom sans losing its track. And while I probably won't run the saga again now, I will do one thing - scavenge the hell out of this book. The impressive amount of improved and new content makes this a great purchase even for those that own the original trilogy. I'm going so far as to suggest this being a truly worthwhile purchase even as a kind of regional sourcebook to plug and play in your game- you won't find an underworld-sourcebook of this quality anywhere else.
I already went into the pricing (this book is not cheap), but honestly, one look at the page-count (even minus the statblocks of the system you won't use) shows you why I still consider this great: To give you a relation - Razor Coast, another massive premium content sandbox, has a rather ill-fated, ineffective "build-your-own-AP"-chapter that confused me and almost ruined the whole experience for me. Said chapter of Razor Coast took up 100 of the 500+ pages and some less-than-perfect crunch ate more pages from the otherwise superb tale of colonialism and dark fantasy pirate-mega-module. What I actually used in both Rise of the Drow and Razor Coast is approximately on par, with Rise of the Drow even winning by a margin. So yeah, in relation to one another, I think the price for this massive, full-color premium book is damn justified.
So let's sum up my ramblings: This is the best currently available underdark sourcebook to scavenge ideas from, a glorious sandbox, an epic module with a furious climax and extremely high production values in the layout, art and cartography-departments to boot that fuses the sense of old-school underworld-exploration wonder and level of detail with a pressing, action-paced new-school approach and manages to please both my old-school sensibilities and my craving for cinematic, epic new-school scenery. This is a massive accomplishment and the measure by which all future underdark/underworld modules will be judged. It also is a no-brainer 5-star+seal of approval-book and a candidate for my Top Ten of 2014 - no matter whether you run this or just scavenge its pieces: This verdict holds true even if you never want to run this and just take components for your own game. Once the print copy arrives, it will get an honored place next to my copies of Slumbering Tsar, Rappan Athuk, my Midgard Campaign Setting and Coliseum Morpheuon as one of the books that defined Pathfinder modules for me. Have I mentioned I really, really don't like drow anymore?
Posted first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop. Cheers!
Part II of my review:
We also get 7 new arcana, which include limited ranged disarms (does it still provoke an AoO from adjacent foes? Interaction with improved/greater feats?), arcane sundering, a lame bonus to intimidate, coup-de-grace as a standard action - per se okay. One arcana uses per-encounter, which is flawed design in PFRPG. And no, not gonna repeat my numerous rants against it. The Magnetic Shield arcana may be nice, with its 50% miss chance etc. - but it could use a duration, analogue to spell shield and similar non-instantaneous arcana. Transfusion allows a criting magus to steal hit-points - 1d4+int-mod PER ARCANA POINT. No save, no cap - oh, and the HP are gained as temporary hit points sans duration. Can I hear "Bag o' kittens?" Yeah! Kill till you crit, then blast those points away for mass temp Hp. -.-
The charge breaker-immediate action-spell is nice, though -force-shield hit/trip attackers rules! The primal curse of fire touch attack-spells are slightly too strong for level 3, dealing fireball-level damage and on a failed save half of that again on the following round sans save. For a level 2 spell, Primal Curse of Thorns is also very strong -up to 5d6 points of damage, fort halves, every time the creature makes a move action, attacks or attempts a ref-save? That's INSANE. No chance to negate? Do you have any idea how fast you can rack up damage via this one? Time Shift, a lesser, fast haste and the thundershift spell, which teleports you and lets you enter with a force burst are okay in my book and actually spells I like, though I'd be careful when to hand them out.
The pdf closes with 9 feats, one offering scaling benefits for the expenditure of arcane pool points for atk/damage. Another feat allows you to add +10 to concentration for 2 spell levels. Metamagic Adaptability, which allows you to spontaneously change metamagic feats applied to spells, is interesting, though its caveat for spontaneous casters makes no sense. Want yet another example on utterly thrashing action economy? Reflexive caster. Cast a spell with a casting of standard action as an immediate action in lieu of an AoO. Yeah, it's AoO-chain territory, can break the max amount of casts per round...or can it? Immediate actions are restricted to one per round, AoOs aren't. Still, chain territory and as such not that elegant, if not broken per se. It is not clear whether the cast counts as an AoO or not for purposes of determining max AoOs per round, though. Now teleport tracking and stepping up through teleport effects...now those options are downright awesome in 3 kinds of ways!
Editing and formatting are in the upper echelons, but I did notice a couple of minor glitches. Layout adheres to a one-column (two-column for feats/arcana) full-color standard. Layout generally shows some unfortunate choices - for example an ability's name on one page, with all text of the ability on the next page. Additionally, there's A LOT of blank space at the end of archetypes, chapters etc. Combined with the broad columns and a lot of blank space between the abilities, the pdf somewhat elicited an impression of trying to expand the page-count. I'm rather positive that sans these, the pdf would lose at least 5 pages. Artwork does not adhere to a unifying style and ranges from stock-art I've seen before to neat artworks. The pdf comes fully bookmarked and hyperlinked for your convenience. No complaints there.
A lot of authors worked on this one and it is my joy to report that there's some real talent here - Frank Gori, Andrew Hoskins, Jeff Harris, Kiel Howell, Kyle O'Hara, Scott Bingham, Scott Hall and Taylor Hubler - some of you guys can be proud indeed. Why? Because I love the arcane tactician TO DEATH. I'm not kidding when I say it's one of my favorite pieces for the magus ever made. Not too strong, but flavor-wise oh so awesome. Some spells and two feats also are downright brilliant and on 5 star + seal of approval level. Alas, these pieces are the minority. Now don't get me wrong, I am aware that this is harsh - but the rest of the pdf...oh boy! There are so many imprecise wordings (that have NO PLACE in crunch), subpar balanced archetypes, nonsensical options etc. herein, it hurts - especially since (apart from obvious filler material) more often than not, the ideas here are high concept and fun - but the ability to perfectly execute these ambitious options more often than not seems to not have been up to par.
Now I don't usually comment on price-points that much, unless a product is a steal or overpriced, mostly because I think the race to the bottom is a bad tendency. That being said, for the page count, with the very blank-space happy layout AND with the amount of glitches, I do consider this to be overpriced.
This pdf has quite a few cool ideas, but since the execution is so flawed in quite a few cases that many of the abilities don't work as intended (or make no sense), I can't unanimously recommend it - indeed, I was getting ready to thrash the hell out of this pdf, but the good pieces of content are simply so cool, I figured it does have some reason to exist. Hence, I'll settle on a final verdict of 1.5 stars, rounded up to 2 stars for the gems that can be found herein if you're willing to wade through all the problems.
Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here and on d20pfsrd.com's shop.
Getting these books out in the first place should be considered a win - so yeah, as far as I'm concerned, you did already win - respect, gratitude and the knowledge of how much joy you created. Whether you win the ennies or not, I'm probably not alone in being exceedingly thankful this beast finally saw the light of day...
It took my players about 4 months to waltz through Barakus, but they are VERY efficient and fast. You can probably assume half a year - 1 full year for this beast, depending on how much roleplay/sandboxing they do.
(And if they're not used to combing through big dungeons/seeking secret entrances MUCH more - the dungeon is somewhat brutal in that regard...)
Including only classes I've reviewed so far (or have completed the first draft) AND had playtesting/PC-experiences in my game:
(5) Tinker: Insanely complex, A LOT of options thanks to additional supplements; Mostly when planning the char, though. Easy to play.
(1) Edgewalker: Two pools, not that much complexity. Don't consider it more complex than e.g. talented monks.
(2) Herbalist: Pretty straightforward to play; Biomes may be a bit of work for the DM; other than that - worked plug and play in my game.
(4) Ethermancer: Takes a bit to "get" - the basic system and its checks and balances require some work in the beginning; Once you understood it, very simple and fast-paced to run.
(4) Brewmaster: All about planning - takes some time to do the planning beforehand and in-game, then becomes somewhat simpler, but remains more planning intensive than e.g. Ethermancer; lower entry-barrier here.
(4) Maestro: Composing scores is complex, yes, but system-wise not that hard to grasp. To master? Yes. Hence the 4.
(3) Truenamer: One complexity - getting the laws, reading the content, that's about it. Relatively simple, but more complex than Edgewalker and Herbalist.
Will have a Cartomancer test-run this Sunday.
Sorry for seeming defensive, wasn't offended, Ssalarn! Just starved on time for messageboards, thus not much time to finetune posts. :)
@Jeremy: No, that was about it - as written, these are ALL my concerns for this PoW - very easily fixable, just about everything, hence also the four-star caveat. And yes, I don't get more nitpicky than this review; Even if teh free action-stuff remains, you'd see a massive upgrade in rating once the rest is fixed, definitely at least a 4. :)
Yes, that's why I wrote "RAW" - as PART of a feat etc. you're right; However, RAW, looking at the entry o free action, it does not specify this. That's why I didn't complain about the mark e.g. working with free actions; My gripe here is with free actions - either you take the RAW free action
It would have been much more elegant to either make it a direct response via immediate action or streamline the ability to set it up for a round upon the initiator's turn as a swift action analogue to Quicken Spell et al.
That being said, I'm aware that this one's a nitpick; I don't think I spend much time talking about this component, certainly not as much as you imply and it wasn't a reason to rate this down. The other glitches, relative linearity etc. did that.
Thanks for the comment! :)