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Cool concept with rough execution. Gets better as it goes on.

4/5

Lots of very interesting characters are detailed in this book, and it includes some very cool nature elements that Rangers and Druids are sure to love, but the actual game itself has much to be desired.

The Greenwood Gala has some minigames, but they didn't seem to be playtested, as there are so many concepts that we don't have all the details for, or just take wayyyy too long. There is no way for anyone but the PCs to win the Gala, despite the book alluding to an NPC winning.

The first major combat is a nightmare to run, includes 11 NPCs you have to control, with afflictiond on 10 of them.

One of the most major plotpoints, the spark that lights the fire, is not further detailed, leaving both the GM and players confused. It does not even mention that there isn't an answer to this, leaving a GM scouring forums for the answer.

Chapter 2 has been amazing so far, and lead to great rp moments where the PCs have to negotiate between two sides that aren't really at fault.


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Single enemy encounters and lack of thievery

2/5

Adventure recommends being good at Thievery, but there honestly isn't a point. Traps are either too high level to disarm reliably and doors are easily broken down by Athletics with no consequence.

Most encounters are like, 1 enemy, which makes it so your abilities mostly won't do anything because the enemy is strong.

The saving grace of the adventure is the narrative, with lots of factions interacting with each other, with multiple layers of history to the place.


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Very good product with nice changes from basic

5/5


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4/5

It's pretty disappointing how many spells were removed from the Elementalist spell list for seemingly no reason.


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5/5

The monster's weaknesses aren't configured properly.

Edit: The bounty has been fixed! Thank you.


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Great lore

4/5

Had a big review that was lost when I clicked on Save Changes -_-

I find myself getting sucked into the lore in this book in what I intend to be a brief glance. Definitely recommend if you like Golarion Lore.
Geb's lore here is a great compliment to Book of the Dead, and has my favorite art from the book.
Alkenstar and Oenepion as well.

The new ancestries are fun and have interesting niches, even though Ghorans are mostly just a hodgepodge of abilities from other ancestries.

I really love Aakriti in this book, but the lack of inclusion for Nalinivati is strange.

Triggerbrand is a fun Way with a unique theming, but it unfortunately shares the name with a weapon in the same book, which has made talking about it pretty confusing.The Wind Them Up ability is pretty incongruous with how combat in this game goes, turning off reactions due to Move or Ranged attacks with a MANIPULATE action [Steal], on an ability that might be only allowed in melee mode, makes it so it doesn't seem to have the effect it wants.


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now with errata, but has large sections that are incompatable with the remaster

3/5


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Cool concepts, twists, themes, bad layout for the adventure

4/5

Really enjoy the classes added in the book, and I think the structure the case files is quite charming. The crytpid feats really fire the neurons in my brain, and I'm glad odd things like mindscapes and the mirror chapter are included. I'm a fan of SCP so reading the incident reports at the end of each chapter was nice.

I've already been in a game where the Aftermath abilities were used, and they are quite fun! The Deviant system as well has some fun mechanics and I'd love to see more Deviant abilities in future books.

The biggest problem imo is that if you're reading through the book like normal, it is extremely annoying to avoid spoilers related to the included adventure. The layout of each file being [Content, Adventure, Short Stories] is awful, I'd at least swap the location of the short stories and the adventure.

Not to mention, you can barely do anything with the maps they give you in the book, as they are so low quality it's bound to look ugly in any Virtual Tabletop. I'm not quite sure why they're even included, they're too small to be usable.

If they do include adventures in future rulebooks, I hope they have them in a big section at the end of the book, and hope that the maps could be included in some other format.


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Excellent to plan adventures, or for just cool creatures and lore

5/5


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Guns and Gears Review

5/5

Edit:
Coming on a year with no errata, going to keep this at 1 star until fixed.

Inventor
Lots of fun thematic options, like having a mech or a weird weapon.
Weapon Inventor particularly lets folks who are comfortable with the system to do some truly funny options, like an Air Repeater or Clan Dagger Innovation.
Base gameplay itself is very simple, really your fun with the class in combat will be gambling with Overdrives and Unstable actions, along with some specific stuffs some modifications grant.

Automaton
Very cool thematically, has a special Enhancement system that lets folks get more options from the class.
Sharpshooter Automaton and Energy Beam on Monk is one of my favorite combos so far.

Backgrounds
Lots of fun Backgrounds here, both more common for PCs and then some truly strange and interesting options, like getting a Ghost in your Shell or getting clockwork parasited

Inventor Archetype
While the base dedication doesn’t give a lot, it adds a lot of power to some playstyles if you know what you’re doing, once you can get stuff like Explosion, Basic Modification, and autoscaling Crafting

Overwatch
Fun Archetype for when you want to play the Strategist of the group. Fun for characters like Investigators or people who want to pretend they are Lelouch Lamperouge.

Sterling Dynamo
It is a bit disappointing this is the only mian prosthetic in the book (gotta get Lost Omens Grand Bazaar for that!), but it gives a fair amount of lore, a d8 unarmed strike on any ancestry, and gives a lot of other flexibility for both location of prosthetic and for your upgrades to it, which reminds me a bit of Monk stances. Play a Druid with a prosthetic tail for fun times. A fun alternative to Martial Artist.

Trapsmith
a few fun options like flying traps and enhancements to certain traps. Lots of traps are added later, and make for fun options

Vehicle Archetypes
Don’t know what to think of these yet, but it’s certainly nice to have some options for a campaign that will use vehicles! There are tons of vehicles in this book

Weapons:
Some options for poisoners, powerful backup backpack weapons, and some repeating crossbows. A tshirt cannon for bombs, seems fun for Bomber. The crossbows seem fun and useful for Gunslinger. Also am in love with the whacky extendo punch gauntlets for Monk

Gadgets:
Lots of options here, I don’t think a Gadget-focused Inventor will be left wanting.

Siege Weapons:
Similar to wehicles, didn’t spend a lot of time on this. It’s nice that they can exist, though!
Might make for nice setpieces.

Stasian Tech:
It’s cool that there’s a whole section tied to this kind of stuff. Whee, tesla coils

Utility Gear:
A large variety of different uses for these things. I think it’s notably interesting that Mechanical Torches and Ignitors are common. Lots of other nice tech, like clocks, anti demon/undead inhalers, and heated cloaks are uncommon, then things like cameras, printing presses, and jetpacks are rare.

Mobility Devices:
If you’re looking for assistive devices, I feel you’re better off grabbing Lost Omens Grand Bazaar. But it’s nice to have a base.

Gunslinger:
Essentially a Fighter that plays nice with reload weapons, it ends up using Reload as a resource for effects, and how you use this resource is highly dependent on the guns or crossbows you use, so I really feel like there’s a build for everyone here. Can make characters from John Wick to Revolver Ocelot to Linkle.

Backgrounds:
All your western favorites are here, along with you just being the New Vegas protagonist

Gunslinger Archetype:
It’s a lot like Fighter archetype. You get it because you’re a caster and you want some decent weapon scaling, or you want some of the feats in here to help you use guns better, like some reload options.

Artilerist:
Wait, shouldn’t this be in the Gear section of the book?

Beast Gunner:
Eldritch Archer but with a higher RP cost, basically. I think it works well, especially for Spellshots, just need to have a GM that lets you go on a hunt.

Bullet Dancer:
Probably the biggest disappointment in the book. Cool in theory, it just doesn’t really seem to work on Monk the way described. Basically the only way to really use them is to use with Air Repeaters… and also in a game with ABP.

You are not using this archetype with Black Powder weapons like on the cover because either:
1. You can’t reload them because you’re dual wielding them.
2. You can’t FoB at range because you only have one shot, not two.

Your other option is to use ABP and then just have a ton of guns on you to draw twice to “reload” your weapons for a FoB… can’t do this without ABP because Gunner’s Bandolier doesn’t extend to the reinforced stock and bayonet and you can have only one gun enhanced by the Gunner’s Bandolier

Really you have to make a lot of changes to freely use this archetype over options like just getting Monastic Archer or Shooting Stars Stance.

Demolitionist:
Seems like a nice fix to Fire in the Hole!, which in general doesn’t really do what it advertises.
An Alchemist can now better help their party during exploration by taking down things in their way

Fireworks Tech:
Lots of fun abilities, only problem is the lack of fireworks options for use in advanced alchemy! But as it is it gives a lot of flavor and power for a cheap buyin, giving lots of ways to use their reagents at level 1, for both. An Alchemist who takes this Dedication is sure to have fun dazzling opponents.

Gunpowder Phenon:
Performance Gunslinger! Unfortunately has little synergy with Battledancer. It would have been amazing if this archetype let Swashbucklers use precise Strike and Finishers with guns, as that option seems strangely absent from this book (something like Flying Blade).

Sniping Duo:
What a way to bring in a teamwork option. Not only working with guns, bows seem like a good use here. Lets you tagteam with strikes and reactions and generally makes shooting a bit easier if you do some basic planning, or even if you don’t.
As far as powerful options go, this one is extremely flavorful and sure to make you bond with another PC!

Spellshot:
Basic Elemental and Teleporting stuff for Gunslinger. Almost didn’t need to be a separate archetype I think, but Class DC change might justify it. I’m certainly very interested in this archetype, trying to hit elemental weakness and do big energy shots

Unexpected Sharpshooter:
A very specific archetype here, but it certainly sounds fun to play someone who is lucky… or just pretends to be!
Gunslingers are already critfishers, and this archetype is sure to help. Doesn’t add a lot of extrachoice during combat due to the limited nature of the options, but it does give some nice resources that you might want to save for a certain moment.

Guns:
A lot of options here. Not every will work on every class due to the nature of reload, but with stuff like double barrel, air repeaters, and capacity guns, can make for a solid offhand options for melee characters who want to shoot sometimes.

Biggest Complaint comes back to Bullet Dancer, as the attached weapons here make playing someone who wants to be a Bullet Dancer very expensive… attached weapons don’t share runes, even though combination weapons do.

Beast Guns:
Magical Flavorful gun options! Biggest complaint is the static DC on most of them… making it so certain items become useless as you level up.

Cobbled Firearms:
For folks that want to be silly Goblins

Combination Weapons:
Really these are ranged weapons that have a melee component to them. Certain Gunslingers, Barbarians, and Inventors might have fun with them if they use their flat damage effectively.

The dagger combination weapon specifically seems more powerful than most other combination weapons.

Other specific guns and ammo and more siege weapons?
Lots of options here.

Customization options:
Special focus on Gunner’s Bandolier, which will let certain builds have fun with multiple guns,
Blazons of Shared Power which allows you to wield a gun and another weapon (this is an option to use attached weapon+gun, but that’s only one “gun”, still needing another black powder gun to make use of Bullet Dancer)

Breech Injectors which is a nice consumable to fully reload a double-barreled gun

Rotating Gear:
Lots of lore for your favorite gun and gear places, like Arcadia, and then options for Dwarves from Dongun Hold.

Conclusion:
All and all an amazing book for all the GMs and players that want to include Guns and/or Gears into their play. Class options have evolved since the playtest, 90% of the archetypes seem to work well with either former options or options in this book, and they managed to make Reload seem to be worth it most of the time.

Rating: SoM-tier book