Wind Warrior

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a great planar book

5/5

An excellent take on the planes, typical pathfinder twist, familiar yet still wonderfully detailed.

Overall, it packs a ton of flavor and detail into a short supplement.

Some of the artwork is breathtaking.


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PHB + DMG for 10 bucks less than the competition

5/5

First playtest of the final rules today, wow, the tweaks are subtle yet very amazingly well done.

It is hands down amazing, well written, well laid out and the sheer amount of content is beyond belief. I'm stunned and i can't wait for the monster manual. Keep up the good work, you've brought me out of the RPG dark ages.


Great take on the 3.x system

4/5

I really do like what I see here. This represents an excellent start and can not wait to see the finished product.

That being said because this is beta, it still has issues. But still far better than 3.5 for balance matters and preparations on the DM side.


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Excellent setting

5/5

Extremely well written campaign setting, as stated mostly exposition of setting materials with few actual rules additions (it is a campaign setting book after all).

Richly detailed, excellent take on many of the standars of the genre.


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Great take on the classic monster

5/5

Really this book is on par with the Classic Monster Revisited. Although it is a fluff book as noted, which may turn off some people to the purchase.

Excellent inspiration source material.


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Awesome

5/5

It really is quite phenomenal expansion on the gods of the pathfinder world, though I would not object to further details on the lesser gods and deities. Awesome work by Sean K Reynolds, first class artwork as always.


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5/5

Top notch and full of details.

As with anything Paizo the production values and art is outstanding.

A great urban setting.


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Brilliant

5/5

An excellent reinterpretation of the classics of fantasy roleplaying.

Simply a must have.


An amazing game

5/5

After playing Warhammer and Warhammer 40k for years, I was introduced to Warmachine by a friend. I haven't turned back since.

Simply put the game puts and excellent spin on tabletop combat. The rules are eloquent and provide a great deal of tactical options. The figures themselves are amazing, and really well sculpted.

The price is far better then it's competitors {Games Workshop I'm looking at you} and the back story is really quite good. The factions are well balanced. Really you can't go wrong with this game, plus it's compatible with HORDES. Way to go Privateer Press.


4/5

Great setting, great game. I loved the traits system, highly enjoyable character creation process. Great system overall.

the only real problem I have with the game is that though it has excellent flavor, you really can't escape the shadow of the established characters.


A true classic

5/5

Classic, horror, simple yet elegant system, dripping with atmosphere. Highly recommended even if you're just reading the mythos section.


Uninspiring, pass on this one

1/5

For an introductory adventure, this does not even come close to the quality of Dungeon Magazine did for 3rd edition.

It is ridiculously over priced considering what you are getting. As a GM running the module, running this as my first experience with 4th edition, using the starter rules. Realistically if this is what they're trying to get someone hooked on the game with, they didn't succeed.

It's expensive, the material is flimsy and subpar. I found combat to be dull and very constrained, We ran a session and the vote was pretty much do not continue with the premade characters.

we came back to it with the core books a few weeks later and despite having more freedom and choices, didn't really find it appealing.

There were some interesting elements {for the players} But as a GM there are better games out there and many better Adventures, even if you're just reading them!


Setting 3 / Rules 1

3/5

Ok forgotten realms really never interested me before. It basically killed a ton of sacred cows, and a lot of characters that I despised. Setting wise I like what I see.

However that being said it has all the weaknesses of 4th edition to hold it back. If you don't like 4e you won't like this one.

I think the 3E FRCS is by far a better book all around, but the setting itself is rather generic.


not impressed

2/5

First I'll say something nice.

The layout is excellent, very user friendly and easy to read for the most part. I prefer the Paizo art direction a hundred fold though, with few exceptions.

Ruleswise however, I'm unimpressed. There are a few interesting ideas and good decisions, skill challenges and the like, but overall the rule system leaves a lot to be desired.

Gripes:
- Failure to include more than half of the iconic classes and concepts. {druids, barbarians, gnomes, ect ect.}

- It really kills just about every sacred cow there is left. The only issue that really bothered me was the complete do over of the Planes. Planescape was one of the strongest elements of 2nd edition and I was glad it carried over mostly intact into 3rd, but 4th basically morphs it beyond recognition.

- The powers all feel the same, regardless of class.

3rd edition really set a new bar, and 4th regressed where it should have progressed. If a simplified 3rd edition was the goal, they should have paid more attention to the designers working in their own company : Star Wars Saga Edition.

I feel that Star Wars Saga edition is a better achievement of the same concept, with the per encounter powers. You can generate far more customizable and unique, whereas despite several attempts at this system everything really feels the same at low levels {only using the corebooks}.

Stick with 3rd edition, try Star Wars Saga or go Pathfinder, Avoid 4E.


Could have been great

2/5

The idea behind threats of the galaxy is a good one. It does provide some useful information, in the form of Creatures from the star wars universe which is significantly lacking in the core books. There are also more examples of droids.

The analogy of this attempting to be Saga editions Monster Manual is astute. The main issue here is that the layout is not set up well for this.

What this book is really lacking is several examples of each npc archetype at various challenge levels. Basically you're given for the most part one example at a moderate challenge level and no real flexibility with the stats, for the most part. It is better than having nothing to work with, but it doesn't really go as far as I would have wanted.

Throughout the book there are scattered new rules and equipment, which although present a nice addition are hard to reference.

I like the idea, but the execution is poor.


4/5

Of all the Saga books this has by far the most setting information. Providing excellent details on adding a fringe element to your campaigns.

The weapon and ship customization rules provide further options for customizing your character.

It also provides significant details of a shadowport location and several mini adventures and a full length adventure.

Personally I could have done without the adventures.


5/5

This should be the archetype for future setting books.

There isn't really a significant special rules section for drawing the player in, like the organization rules in The Force Unleashed Guide, or Mass Combat rules in the Clone Wars Guide. Though the legacy rules seem like an interesting idea.

The setting is well detailed. Coming straight out of the pages of the Legacy comic book series, detailing just about every character. The setting is both familiar and yet different at the same time. Almost like a melting pot that simply is star wars.

It would be easy to use the rules in this section to build a New Jedi Order campaign set in the Yuuzhan Vong War, with the rules provided.


4/5

Excellent production values, and probably the best GM screen on the market. However I have to agree the artwork isn't really inspiring.


5/5

Like the other Saga products, excellent layout and production values.

The only real issue with this book is the unleashed aspect is kind of ho hum. Rather easy to integrate into a campaign, but is it really worth while to bother with?

It has a well thought out system for creating organizations, similar to the Heroes Guide in the previous edition.

This book also contains a lot of setting material when compared to previous supplements, including an example adventure.


5/5

The best version of 3E available. Simple to learn but complex enough to want you to come back for more.

Though there is a shortage on setting details.


5/5

I must say I really like the direction that the Saga edition has taken with detailing a lot of the campaign settings, before the class books or equipment books. Kudos to the designers for giving us a much more useful product!

Biggest draw for this product in my opinion, Mass combat rules.


Consider this

5/5

The current string of star wars books is really consistently high quality compared to the previous edition, which I thought of favorably.

Now there is a shortage on the fluff factor and the campaign guide is very crunch heavy. The campaign guide goes beyond just the Bioware games, specifically delving a great deal of material from the comics series Tales of the Jedi and Knights of the Old Republic from Darkhorse.

Looking for a star wars setting where you have a lot of room to make your own mark on the universe and where you can have a lot of lightsaber wielders? This is Definitely one to consider, if not THE one to use.


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