cartmanbeck RPG Superstar 2014 Top 16 |
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[Continuation of my review in the Product Reviews section]
Otium (Angel/Devil): This one is another forced-mating situation, and there are just too many of those in this book. Including favored class options was a good move.
The Good: I like the Duality ability, though the wording could be a bit tighter. The Manifestations ability is also really cool. I LOVE the art that came with this one!
The Bad: Mixed blood really doesn’t work on this one… there are way too many abilities that rely on outsiders of specific alignment subtypes (of which these guys count as both). Duality doesn’t help this, since it only affects their alignment, not their subtypes.
Overall: This one’s alright, and I appreciate the favored class options, but I can’t give it a high score because of the issues with alignment subtypes. 3/5 stars
Pale Elves (Drow/Elf): This one makes me cringe from the start since Drow ARE Elves already. But I know what the author intended, so I’ll let it slide.
The Good: I love the Wraithborn ability, giving low-level characters a chance to harm ghosts (though this probably should have been limited to melee attacks). Wraithsight and Flicker of Memories are both cool abilities full of flavor.
The Bad: Sensitive Skin is very cool but there needs to be a specific drawback caused by not taking the “30 minutes to recover” after being in sunlight.
Overall: Great race, flavorful and fun, I would use it! 4/5 stars
Pikos (Stymphalides/Tengu): A metal bird humanoid? Sweet! I love the descriptive text for this race.
The Good: Ability scores work. Fire resistance is perfect. Drilling Beak is a really strange but flavorful ability that seems to work (since it ignores hardness, not DR, it shouldn’t be overpowered). I also really like Razor Feathers, and can imagine a Pikos Rogue slowly going bald as he uses his feathers as weapons.
The Bad: Drilling Beak is strange, and having them qualify for Feral Combat Training with it without needing Improved Unarmed Strike doesn’t really do anything (since the feat only works with other feats that require IUS).
Overall: This is a fun one, and I like the flavor text and the abilities as well. 4/5 stars
Rust Caste Dromite (Rust Monster/Dromite) Really? Another forced-mating situation? Too much of that, guys! I’m not really familiar with Dromites, so I’ll bow out of this one.
Scintilla (Protean/Human): I also don’t know much about Proteans, so I’ll skip this one as well.
Tohrlings (Kobold/Goblin): I was looking forward to this one! Kobolds and Goblins are two of my favorite races, and these guys don’t disappoint! I love the background text, the idea of them all being fraternal twins, and the fact that they are Large size!
The Good: Large size! These guys can be the enforcers of both kobold and goblin tribes, and I love the imagery that this creates… where will they sleep? Kobold and goblin houses can’t have been designed for these guys! The natural attack and natural armor abilities make sense, I love that they don’t have a stealth penalty despite their size, and +4 Charisma when dealing with either goblins or kobolds for Leadership is just awesome. The Born of Fire trait is also excellent.
The Bad: Seriously, nothing. These guys rock!
Overall: I’m absolutely floored by this race. They get my highest possible score: 6/5 stars!!!!!!
Ular (Human/Nagaji): This seems like an excellent diplomancer race, and the physical description of them is really deep and image-provoking.
The Good: Ability scores are good, I like the Infiltrator ability, and Forked Tongue is really great as well.
The Bad: Not a lot to complain about. This seems like a great combination of human and nagaji racial traits.
Overall: Great job on this one, guys! 5/5 stars!
Vembrances (Halfling/Zuvembie): No clue what a Zuvembie is, so I’ll skip this one.
Ziphryn (Halfling/Flumph): This one made me laugh out loud when I saw it. The incredibly detailed description of what they look like is just awesome.
The Good: Great ability score modifiers, darkvision from secondary eyes is really fun and flavorful (if their main eyes get blinded can they still see from the secondary ones?). The Zeiph “wings” are just too cool.
The Bad: The bonus to Acrobatics seems really high but since it’s only for jumping it’s probably fine.
Overall: Great job on this one, guys! 5/5 stars!
Chapter 3: I wish I had the time or effort to go through all of these feats, but I don’t. There are 5 pages of feats, and most of them seem really good to me, but I’m not going to go into each one.
Chapter 4: This is all tables, and it’s useful but takes up a lot of space. Could have been shrunken down or included on the individual race pages instead.
christos gurd |
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to address some of cartmenbecks concern regarding the sin eater racial ability, if you look at number of evil spells that can target evil creatures(since they count as evil for the purposes of effects), most of which are buffs (that they can't benefit from now, thanks to their immunity), and the fact they are are treated as evil for spells with with the good descriptor for which they even receive a -4 penalty to boot, I'd say the ability is far from overpowered and is more of a useful plothook to work with a seeker of redemption (good aligned character), overcoming adversity (neutral character), and embracer of evil (evil character). My editors had the same knee jerk reaction, but after I asked them to go over the spells in question, they saw it wasn't a vast benefit after all. being able to be a good/neutral aligned member of a class with an evil requirement is also a perk.
christos gurd |
Little Red Goblin Games |
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Thanks for the fantastic review cartmanbeck! We really appreciate it!
To addressed the forced coupling aspect, there are a number of races that this occurs with because of the prevalence of the trope in the lore of hybrids and is particularly the case with the more vicious races.
Yes, the half-troll would indeed be sterile (as many real-world hybrids are).
The mules are actually unrelated to the "muls" from Dark Sun. Though they both share the slave-labor aspect on occasion, the focus of the mules is on their downtrodden personality (Imagine playing Eeyore the donkey). Their personality is unrelated to their circumstances. Mules actually draw inspiration from a "suboid" worker population from the planet Ix in the expanded Dune universe (they were designed to work, think simple thoughts, and enjoy it). While mules are not always "slave labor", they have an industrious personality that causes them to find a greater deal of fulfillment in menial tasks. We actually saw this as the more amusing races to play. Imagine the "thick" mule worker who's hammer-blow turns to violent ways but keeps a solemn expression the whole time? Or imagine the mule bard who does nothing but sing depressing poetry (if you want to be silly)? How about the artificer (if you have a class like that in your game) who can work for weeks on end and churns out magic items with so little emotional attachment that he becomes more machine than mortal? Or even the one who defies the odds and rises up like Ned Ludd and leads a luddite revolution?
Also, the source for the creatures:
Mikaze |
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@christos gurd: I really did squee when I saw it. I absolutely love the "shovel drop" fighting style Deanna Roberds came up with.:D
Finally getting some free time cleared out to take in the whole thing. There's a lot to have fun with here. gg everyone. :)
@cartmanbeck: This shouldn't be taken as an official answer for Little Red Goblin Games, but one of the things that got clipped for word count was some elaboration on how the two pairs of eyes worked together. If the primary gnome eyes are blinded, the secondary flumph eyes can pick up some of the slack, but they've degraded to the point that they can't offer fully functional sight by themselves. A ziphryn with only the antennae-eyes could see with darkvision, but only up to 30 feet without the primary eyes to overlay with the visual input from the secondary set.
Likewise, a ziphryn who loses their antennae would lose their darkvision and those Perception bonuses and is seen by most of their race as an even greater handicap than losing the use of their humanoid eyes, esepcially since they play into their body language.
That's for "standard" ziphryns though. Alternate racial traits can change that up a bit! ;)
Also, thanks!
Caleb Aylsworth |
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I did want to say for the Pikos' drilling beak ability, it allows them to grab feral combat training at 1st level in order to do things like use flurry of blows with their beak (or increase its damage with the monk's class feature). The pikos' name is derived from the latin picus, which is for woodpecker.
As far as the Davi's elven blood goes, the intent of the effect was allowing you to count as though you were an elf despite being a native outsider when it would be advantageous. A change in the ordering of the words obscured the meaning somewhat, but it is supposed to be a "whenever" deal.
Some of the races we had derived from monsters have abilities inspired by their monstrous parent. We kept them balanced for player characters, to give you something cool to use, not so good that the other players want to bludgeon you with the Core Rulebook.
christos gurd |
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Some of the races we had derived from monsters have abilities inspired by their monstrous parent. We kept them balanced for player characters, to give you something cool to use, not so good that the other players want to bludgeon you with the Core Rulebook.
heh my mucus cloud for the deepbrood fell into this category, it wasnt meant as a freebie bypass for water breathing but something to use on occasion(with real consequences for choosing to use it).