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Villedt

Landon Winkler's page

Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. 698 posts. 40 reviews. 1 list. 1 wishlist.



1 to 5 of 40 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

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Still A Solid Start

***( )( )

Short Version: This adventure is too linear, but has aged surprisingly well.

I'd definitely still run this adventure, although I'm a little concerned about the amount of adjustments needed. The early sections feel like they need a little more meat, both foreshadowing future occurrences and grounding the players in Korvosa. The latter parts should probably be loosened up a bit, structure wise.

Even with that work, and the lesser concern of conversion from 3.5, this still seems like a fun adventure. I'm looking forward to getting the rest of the Curse of the Crimson Throne.

Posted more thoughts on tumblr.


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The Value

*****

Short Version: Good adventure path, even better value per dollar.

This is not the AP if you're looking for something new and different. It is the AP if you're on a budget, looking for a classic feel, or just aren't quite sure where to start.

Like all APs, it's best when tuned to your group, but Rise is close enough to the basic assumptions that you should be close to the mark.


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Pretty good even for non-advanced games

****( )

Short Version: If you want new classes, this is the place!

I wasn't expecting a ton out of this book, because my group intentionally makes their players as light as possible. Because blending two classes together is probably more complex than their components, I was expecting to not use many of the classes.

I ended up getting more usable ones than I expected. Arcanist stands out as one that's going to get some play, along with the slayer, swashbuckler, investigator, and possibly even hunter.

So, it exceeded expectations there. I'll definitely get more use out of this book than Ultimate Combat or Ultimate Magic.

There are also some cool archetypes. I wish we'd had the non-martial cleric archetype starting out our Rise of the Runelords and I think the arcanist school specialist will fill in nicely for the Thassilonian Specialist.

The reason I've dropped it down to 4 stars is because the book seems rushed. There are some layout issues and much of the art just doesn't feel up to Paizo's normal standards. Neither of these are deal-breakers, but the "undercooked" feeling makes me worry about the rest of the book.


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Technomancy at its finest

*****

Short Version: Grab this if you want to run Iron Gods, Expedition to the Barrier Peaks, Blackmoor, or really anything else involving fantastic technology.

This is a pretty sweet book. It has a lot of rules information for pieces of technology, but the descriptions (particularly the technological artifacts) also bring in a ton of flavor. Even the luddites in our parties can appreciate some of the new spells, feats, and other material.

The rules here work best where technology is a mysterious force, left behind by a previous civilization or fallen from the sky. It's obviously something you want for Iron Gods, but I'd feel comfortable running a Rifts-like setting using the Pathfinder rules as well.

All that said, if you're on a limited budget, note there are plans to add this to the PRD.


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Two Classic Tastes, Better Than Ever

*****

Short Version: It's a hex crawl you don't want to skip and a dungeon crawl with ample roleplaying.

The first section, finding the sphinx, is handled as a hex crawl. I'm not a big hex crawl fan, but it's handled very well here. In particular, things you find or learn during the hex crawl directly provide more options during the rest of the adventure.

The second part of this adventure reminds me a lot of the best sections of Shattered Star, where the relations of the NPCs in a dungeon are as much the "map" as the physical layout is.


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