Malwing |
I went ahead and reviewed up as part of my promise to review more things. Starting with the things I have hard copies of.
Can't wait for the remaining two class books. Any insight as to what the extra stuff in the Entomancer one is? Please say it's more technological items that aren't almost Golemoid exclusive.
Alceste008 |
I went ahead and reviewed up as part of my promise to review more things. Starting with the things I have hard copies of.
Can't wait for the remaining two class books. Any insight as to what the extra stuff in the Entomancer one is? Please say it's more technological items that aren't almost Golemoid exclusive.
Sigh, I did to do that as well. I did really enjoy Thunderscape and need to get a review up.
Igg8 |
I was making a new character of the Steamwright class and while reading over it's abilities I noticed that the 'Magnum Opus' class ability only seems to give two free mod slots to a primary invention, which seems kind of weak to be a capstone ability to me. Am I misreading this or misinterpreting it or something?
Endzeitgeist |
Part II of my review
Now something I touched upon before becomes much more important in Aden: Magic works differently: Divine casters are not restricted in domain choice by their deities - instead, they may freely choose domains; their belief shapes the power they command and the absence of gods in the traditional sense opens, obviously, the way for numerous heresies and ambiguous options - which is kind of awesome. At the same time, I consider free domain-choice highly problematic - there is a reason domains are grouped for deities - some are simply better than others and being able to cherry-pick domains is not something I'd advise a GM to let her players do. The chapter also, obviously, contains a significant array of new spells - as mentioned before, these interact (often) in unique and interesting ways with the mechanics introduced in this book and several new, unique spells that e.g. deal with constructs, piloting, etc. Some spells also feature an interesting mechanic that makes repeat casts more likely to succeed. Clothing yourself into your swarm of insects would be one intriguing option, to give you an example.
The most intriguing chapter of this book, at least to me, though, would be the one on technology: From the basic concept of manites to the steamreaver mecha-weapons used by golemoids. Firearms in Aden operate btw. via different rules than those presented in Ultimate Combat - the crit multiplier is smaller, they do not ignore armor and suffer no failure-chance. An interesting array of weapons is presented here, with several pretty nice artworks - though their style does not live up to some of the most stunning artworks in the book. Siege and vehicle weapons alongside a significant array of the latter, from thunder cycles to steamwagons and dragon gliders can be found in this chapter with full stats. Alchemical items poisons complement this section with some cool ideas, though e.g. alchemical oil lacks the obvious "fire" damage type it should inflict, at least judging from the item's fluff.
Manite-powered items and implants (along the aforementioned threshold that you should not overstep...) and the process of golmization are intriguing - much like Shadowrun's Cyberzombies, these beings may gain power, but also lose parts of their humanity - and the slow death sentence of the wasting constantly looms, putting these rules once again in the hands of the GM and the story to be crafted. Especially the rules here are great - e.g. alternate options that make the manite threshold unknown to the player and similar gritty options to evoke questions of humanity make this section top-notch in the inspiration-category. The greatly expanded and streamlined section of vehicle combat and customization also renders this component significantly more pronounced (and interesting) than I would have thought -with vehicle maneuvers, speeding thresholds and the like providing a rather exciting array of tactical options. This pdf's rules to avoid constant (and pretty meaningless) skill-checks for basic operation definitely are appreciated! I consider the rules herein more suited and closer in line to my own take on the concept, so yeah - kudos!
The book also sports a bestiary - on the plus-side, the awesome full-color artworks here should definitely be considered awesome and on par with the best out there. On the downside, most statblocks in PFRPG sport a very *DISTINCT* separation from offense, defense, etc. - while this is maintained, its visual cue is less pronounced - the respective headers for the statblock sub-sections are just as small as the rest of the text, which makes reading the statblocks slightly less comfortable than they should be.
We end this book with a brief treatise on the Darkfall, some fluff-only renditions of powerful corrupted and a handy index that facilitates utilizing this book.
Conclusion:
Editing and formatting are very good on a formal and rules-level - while I noticed quite a few small inconsistencies and minor hiccups, they did tend towards the type that does not (overly) impede the book's usefulness. Especially considering that this is the first book of Kyoudai games, you can color me intrigued for any further Thunderscape material. Layout adheres to a beautiful, yet still relatively printer-friendly two-column full-color standard. The book sports MANY original, beautiful full-color artworks - though the weapons and races fall a bit behind the otherwise Paizo-level artworks. Yes, this is a beautiful book. The pdf comes fully bookmarked with nested bookmarks for your convenience.
Don't start with the campaign setting. It's an old truism and one that mostly holds true - a campaign setting requires great fluff, great crunch, a big budget and it can go wrong in many, many ways. It requires a plethora of skills and is HARD to pull off. More so even when attempted for an established setting - even if that setting has not so far seen too much exposure.
Let's cut this short, shall we? Due to the unique options of Thunderscape, playtesting this took forever -there are many entwined components that require one another. Surprisingly, the rules-language employed is pretty precise even when tackling rather complex concepts. More surprising than that, though, would be the fact that the new classes, more often than not, offer a pretty unique playing experience. Shawn Carman, Rich Wulf and Christopher Koch have definitely excelled beyond my expectations in this book. Aden, as depicted herein, came more to life for me than it ever managed in the games of old - to the point, where I actually consider this a thoroughly compelling campaign setting I will gladly revisit. Granted, there is some sand in the finer components of the otherwise pretty well-oiled machinery that is this book, but seeing that this *is* a freshman offering, not for the authors, but for the company, and I'll gladly rate this 4.5 stars...and since I really enjoy the majority of choices herein, since the book offers so much coolness to scavenge and/or use, I will round up and slap my seal of approval on this book.
On another note - from now on, you'll also see Thunderscape-supplement-reviews, provided I can get my hands on them - I'm definitely intrigued to see whether they can live up to the excellent quality established in this book.
Reviewed first on endzeitgeist.com, then submitted to NErdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.
Endzeitgeist out.