
Chemlak |
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I agree with Eric, this is one sweet book, nice work from the authors, and a truly worthy inclusion to the LG Ultimate plug-ins line which has always found a way to present rules I didn't know I needed.
Well done, Legendary Games!
(I'm looking forward to writing a review of this one a lot.)

Canadian Bakka |
2 people marked this as a favorite. |

I have picked up the book earlier in the week through Legendary Games' website (in addition to a heck of a lot of other titles thanks to their GOBLIN sale) and I really enjoy the flavour of the General. I am running the Kingmaker AP currently and this book is just perfect for that campaign.
I noticed that the table for the Squad was cut short as well, along with a small handful of grammar and punctuation errors. It feels odd to see the errors but it does not take that much energy to do the corrections in my head so it is an hurdle that is easily passed.
The only other thing that I can comment about in some detail is regarding the mechanics of the content described within. I really like how the designers discuss early on how to handle the concept of a squad that is supposed to function much like an animal companion or familiar. The concept of the squad makes me feel like the General is similar to a main character in a game like Dragon Age and the squad are the people that joins him/her in the quest to save the world. The people in the squad can be fleshed out in terms of personalities or maybe even romanced, if you like, but you never have to worry about whether or not they actually eat, drink, sleep, or even use the washroom.
As a General, you don't even have to worry about what gear the squad has either; what matters is your own gear and that is all the micro-managing you should have to worry about. :)
Kudos to all involved in the development and designing of this product. While it *might* not get as much use for my players, I certainly will be using it for some of the npcs in the Kingmaker AP I am running.
Cheers!
CB out

Eric Hinkle |

Thanks Liz!
Eric, thank you for the words. I recall Jason saying that he'd submit the work to Paizo once the table was fixed, so I believe it will be fixed. Spoiler: the squad does go to level 20.
Oceanshieldwolf, this is a class that I and Linda Zayas-Palmer designed, yes.
I guess those of us who bought the book through the Legendary Games site will be getting an e-mail with the corrected tables and such? Like others have said, it's not a major problem but they would be nice to have.
And I want to wait until I get the physical copy before I try writing my own review. Like Chemlak said, this is one book that deserves as many positive reviews as it can get.
Thank you very much for what you created here; if this is any sample of what can be expected from both yourself and Legendary Games in the area of new classes I'm definitely going to be keeping my eyes open for them.

Will McCardell |

Thank you both! Linda has some other books out with Legendary Games as well, namely Treasury of the Kingdoms (and Pirate Codex too!).
And CB, you've definitely hit the nail on the head for how we wanted it to work. Actually getting a number of men would need a spreadsheet of sorts to keep track of, and we wanted to hit all the high notes of this concept with minimizing the any headaches.

Eric Hinkle |

Thank you both! Linda has some other books out with Legendary Games as well, namely Treasury of the Kingdoms (and Pirate Codex too!).
And CB, you've definitely hit the nail on the head for how we wanted it to work. Actually getting a number of men would need a spreadsheet of sorts to keep track of, and we wanted to hit all the high notes of this concept with minimizing the any headaches.
I'll definitely recommend Treasury of the Kingdom to anyone who wants some magic items that are meant for a kingdom building and ruling campaign. Her work in it is very well done and I loved the originality, like the little magical watchtowers and the magical plow to make farms more productive -- really, that's the kind of thing that non-adventurers would be looking for, and that a realm of any size could use!
And pardon my asking but has any progress been made on getting the physical copies of the book out to those of us who bought them through the LG site? Or the corrected PDF?

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Will McCardell wrote:Thank you both! Linda has some other books out with Legendary Games as well, namely Treasury of the Kingdoms (and Pirate Codex too!).
And CB, you've definitely hit the nail on the head for how we wanted it to work. Actually getting a number of men would need a spreadsheet of sorts to keep track of, and we wanted to hit all the high notes of this concept with minimizing the any headaches.
I'll definitely recommend Treasury of the Kingdom to anyone who wants some magic items that are meant for a kingdom building and ruling campaign. Her work in it is very well done and I loved the originality, like the little magical watchtowers and the magical plow to make farms more productive -- really, that's the kind of thing that non-adventurers would be looking for, and that a realm of any size could use!
And pardon my asking but has any progress been made on getting the physical copies of the book out to those of us who bought them through the LG site? Or the corrected PDF?
Hi Eric,
I thought I had sent the books out already to those who had bought them. My mistake. I'll get those going today!
EDIT: Updated PDFs and print copies sent! Thanks for the reminder.

Eric Hinkle |
2 people marked this as a favorite. |

Eric Hinkle wrote:Will McCardell wrote:Thank you both! Linda has some other books out with Legendary Games as well, namely Treasury of the Kingdoms (and Pirate Codex too!).
And CB, you've definitely hit the nail on the head for how we wanted it to work. Actually getting a number of men would need a spreadsheet of sorts to keep track of, and we wanted to hit all the high notes of this concept with minimizing the any headaches.
I'll definitely recommend Treasury of the Kingdom to anyone who wants some magic items that are meant for a kingdom building and ruling campaign. Her work in it is very well done and I loved the originality, like the little magical watchtowers and the magical plow to make farms more productive -- really, that's the kind of thing that non-adventurers would be looking for, and that a realm of any size could use!
And pardon my asking but has any progress been made on getting the physical copies of the book out to those of us who bought them through the LG site? Or the corrected PDF?
Hi Eric,
I thought I had sent the books out already to those who had bought them. My mistake. I'll get those going today!
EDIT: Updated PDFs and print copies sent! Thanks for the reminder.
Thanks for the revised PDF and the book, I got the first and am looking forward to the latter. And I'll have to run off a copy of the PDF so I can refer to it for a review.

fafnir_bane |
2 people marked this as a favorite. |
I was extremely excited about this product when I first bought. I could finally play the brilliant tactician and general I always wanted to. Then I realized I could re-skin this into Squirrel Girl for myself and a crazy cat lady for my girlfriend. After that, I was ecstatic.
Legendary Games: Making dreams come true.

Will McCardell |

I was extremely excited about this product when I first bought. I could finally play the brilliant tactician and general I always wanted to. Then I realized I could re-skin this into Squirrel Girl for myself and a crazy cat lady for my girlfriend. After that, I was ecstatic.
Legendary Games: Making dreams come true.
:D
That sort of thing was exactly what we wished to show with the zombie horde version of the class: With a few tweaks, the idea of the troop could be applied to many other things. Glad it's helped you realize a few of your dreams (even if you didn't realize you had them until now!)

Will McCardell |

That actually gets to something we struggled with with this class, namely the name. We went through many names (personal favorite: The Big Cheese) as we wanted to avoid the connotation that this was for military campaigns only, but at the end of the day, "the general" was the best term for this that encapsulated their abilities better than any other.
Suffice to say, your character does not need to be in a military to use this class. A number of the archetypes focus on different types of people who would be leading a group of soldiers. For example, there's the mindbender who has her troop under thrall. A leader of a crime organization. A crusader leading her faith's warriors against her deity's enemies. And a number more.
There's also an archetype, the Rallier, the trades out all the kingdom building mechanics as well.
So, long story short, this class will work in non-military campaigns just as well as military campaigns.

Eric Hinkle |
1 person marked this as a favorite. |

Just posted a review for this amazing book and I hope it brings in some sales. It deserves them!
I will admit to some confusion about the skirmishing tactic on page 13.
First it says that you get a pool of dice equal to 1d6.. Does this mean you roll 1d6 for the damage done, or that you roll 1d6 to see how many dice of damage you get? I'm guessing the latter because it also says that the dice for damage are to be divided between the two 20-foot lines affected. Though that seems like the potential for an awful lot of damage there, especially given that the dice rolled for the pool increase at 4th and every third level afterwards.
Also, with the 'two 20-foot lines extending from any corner starting in the squad's space', are these lines running horizontally, across the front of the squad, or vertically, away from the squad? Or can they be either?
I hope I can soon get the answer that will explain what I'm missing or mistaken about here. I also hope we can get even a small release in the future covering things like additional extraordinary tactics and genius stratagems, I would love to see some more of those. This is a great book!

Will McCardell |
1 person marked this as a favorite. |

Thanks for the review, Eric!
To answer your questions:
Flagbearer was indeed altered here. We thought it fit well, but that as written it'd be a bit too good.
Skirmishing is sort of a different way of damage than anything else in the system, so here is how it is supposed to work:
You have a dice pool. It's comprised of a number of d6s. If you get the tactic as soon as possible, your dice pool will have 1d6 in it. You also get 2 lines when you use this. Each line will do 2 points of damage, and you can assign any number of the dice from the dice pool to either line. If taken ASAP, that basically means you'll have 2 lines, one that does 1d6+2 damage, 1 that does 2 damage. Once you get a 2nd d6 in the dice pool, you could have 1 line that does 2d6+2 and the other doing 2, or two lines that do 1d6+2, etc etc.
The lines will follow the usual rules for line effects, same as spells. So, act like someone in the troop's squares is casting lightning bolt, and resolve it that way. :) Hopefully that helps.

Eric Hinkle |

Thanks for the review, Eric!
To answer your questions:
Flagbearer was indeed altered here. We thought it fit well, but that as written it'd be a bit too good.
Skirmishing is sort of a different way of damage than anything else in the system, so here is how it is supposed to work:
You have a dice pool. It's comprised of a number of d6s. If you get the tactic as soon as possible, your dice pool will have 1d6 in it. You also get 2 lines when you use this. Each line will do 2 points of damage, and you can assign any number of the dice from the dice pool to either line. If taken ASAP, that basically means you'll have 2 lines, one that does 1d6+2 damage, 1 that does 2 damage. Once you get a 2nd d6 in the dice pool, you could have 1 line that does 2d6+2 and the other doing 2, or two lines that do 1d6+2, etc etc.
The lines will follow the usual rules for line effects, same as spells. So, act like someone in the troop's squares is casting lightning bolt, and resolve it that way. :) Hopefully that helps.
Ah, thank you for explaining that.

Will McCardell |

Many thanks to Endzeitgeist for the review!
I definitely see what you meant about the Hordelord being mostly engine tweaks, so if we ever work on some additional alternative classes, we'll definitely keep that in mind. To a certain extent though, being mostly engine tweaks was partially the intent. It was partially to show off how the concept of the squad could be applied to other ideas, to whet the appetite for what's possible if you just tweak the squad mechanic a bit. Probably should've added a note to that effect though!

Endzeitgeist |
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Part II of my review
Conclusion:
Editing and formatting are very good, I noticed no significant glitches, only some very minor glitches. Layout adheres to legendary Games' 2-column full-color standard and the pdf provides ample gorgeous full-color artworks, some of which may be familiar to fans of Legendary Games. The pdf comes fully bookmarked for your convenience.
Will McCardell and Linda Zayas-Palmer make for an excellent team - after their superb and impressive demiurge-class, the general manages to achieve an unprecedented feat in blending personal and kingdom-level adventuring, spanning the gap between the two. When I first heard about this pdf, I expected a lot of undue overlap with Michael Sayre's cool Battle Lord, perhaps the most interesting adventurer-group commander I've seen so far. Instead of going that route, the general does something wholly unique, not only providing perfect synergy with kingdom building and mass combat, it also is distinct n that it makes adventuring with a troop of allies a valid option - hey, perhaps your players actually provide names for the squad members! Whether Bridgeburners or Black Company, the general has significant narrative potential that surprisingly is supplemented by tactical options beyond the scope of other classes - not necessarily in power, but in the breadth - battlefield control via earth-lowering etc. make for damn awesome tricks, for example. The fluid flux from the personal to the abstract dimension make this an achievement in design that proved to eb exceedingly fun to play, more so than many pet-classes I have seen. The synergy with Ultimate Rulership and Battle further enhance this.
So all absolutely awesome? As far as the base-class is concerned, yes. Now I'm not saying that the archetypes and alternate class are bad, far from it. However, I would have enjoyed the zombie horde to be more distinct - it didn't feel very zombie-ish to me - no staggered condition, no consumption of foes, no instant regain of casualties, no increased amount of members/area covered.... that and the VERY similar scaling of the squad's stats (being almost carbon copies) render the horde and its master a reskin that falls woefully short of being truly distinct. When the hordelord should have had me cackle with glee, it disappointed me as a minor reskin with some basic modifications. More paths would also have helped here. So that would be missed chance one. Some of the archetypes provided also feel very basic, with only a few truly blowing me away. That being said, I am pretty nitpicky here and ultimately, these gripes are not necessarily fair - why? Because both archetypes and alternate class provide imho less of a distinct, unique identity - they are system/engine-tweaks for the class. Basically, they serve to highlight a significant array of possible modifications for the general-chassis and thus can be considered guidelines to modify and adapt the base engine of the class - which is superb.
"But wait", you say, "I don't want to play with kingdom-building!" - you're lucky. While the general is intended for the like, just letting these fall under the rug does not impede the performance of the class - the general can be played without those rules and is still a powerful class. Since the kingdom-building/mass-combat abilities do not influence regular adventuring, you won't lose any power, just some of the experiences that render the class so incredibly awesome.
I've been thinking quite a bit about the final verdict here - on the one hand, we get a superb class that is mechanically truly distinct and innovative; on the other hand, the supplemental content did fall flat of the potential and uniqueness of the class, being essentially an array of engine-tweaks that provide options galore, yes, but on their own, they will not make you gush. So I waited for the playtest and asked about the fun-level this class provides - and here, the general excels. While I am not impressed by most of the supplemental content beyond their functionality as engine-tweaks, there are some gems herein and ultimately, no problems worth complaining about. More importantly, the general itself is a piece of beauty and genius - it is fun, both in regular and kingdom-building campaigns, utilizes several jamais-vu-level innovative mechanics and manages to proudly place its banner where no other class has tread before - and ultimately, I love it for that and recommend it wholeheartedly. My final verdict will clock in at 5 stars + seal of approval....now can we have more kingdom-synergy-classes? Ultimate Kings and Queens, for example?
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.
Also: Thank you for the linkage, Will!
Endzeitgeist out.

Robert Jordan |

I'm just double checking because it doesn't come right out and say it, and since it does adjust the standard Troop subtype I'd rather be right than wrong, the General's Squad still automatically does its' Troop damage to all opponents who share the Squad's square or are adjacent to them correct?
I also don't see it anywhere but does their base damage die never increase? I saw that the crossbow damage does with their volley.
I'm kinda sad that it sidelines gear for the squad entirely. It'd be kinda cool to turn to your 12 subordinates and give them all matching weapons as members of your personal elite squad and have it mean something mechanically as well.

Will McCardell |

It's a heavily modified version of the Troop subtype. Really, more of a spiritual successor. They do not do their troop attack damage automatically. That got turned into the Swarm command, where it uses their level as the auto damage. In that sense, it does scale, but only when you give the specific command.
The base damage die doesn't ever increase. Instead of increasing the damage like a swarm or troop does, their increased damage comes from increases to-hit, iteratives, and methods that everyone else uses.

Robert Jordan |

Ahh so they do get iteratives. Yeah I was confused looking at it just a bit on some of the minutiae on some of the differences between Troop subtype and Troop companion. Does that mean when you use the Attack command they determine their available iteratives using the General's lvl. So at level 6 they'd have 2 attacks, doing 1d8+Str+1(1/4 Gen lvl). Also the Troop can attack without the attack command like any other companion right? They just use their normal BaB and lose the attack command bonus.

Will McCardell |

Yep! It's almost better to ignore the troop subtype. Think of them like an animal companion. Just one made up of a bunch of tough dudettes and dudes.
So they get their own attacks, but the Squad Commands increase their capabilities in a few ways. The catch being you're trading your own actions for making the troop better.

Robert Jordan |
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Right. As the designer do you think it would be unbalancing if a player wanted to outfit their Troop? For instance if the troop took Exotic weapon (Bastard Sword) and the player bought every member one sword and a heavy shield. Would that warrant a die change up to 1d10? Or was that sidelined as being a power increase to avoid, or was it sidelined as just being too messy an issue.
I was looking at doing an NPC in an upcoming game using this class and having the troop represent the "Honor guard" and all use the same weapon as the NPC himself.

Will McCardell |
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Well, unofficially, I think it'd be fine for that case, although if they took other damaging tactics, I'd keep them at d8. It's feat for an effective +1 damage increase. You can also just say they have bastard swords, but some also have daggers that they use now and then, and then between pommelsmacks and thrown elbows, that accounts for the B,P, and S damage type.
The other reason Linda and I went with this model was because it ensured we could have better handle on the balance. When we removed the possibility of outfitting your own troop, it meant that the class wouldn't get massively more powerful or weak based on the wealth that the party got, which is a factor we can't really control. We wanted to take a complex concept, someone in charge of a bunch of people, and take away as many of the the aspects that made the archetypical idea difficult to run without massive spreadsheets. And part of that included outfitting the troop personally. (And paying them, although we experimented with that a bit and Linda made a great system for how to handle it.)
One thing I'd recommend though is to sort of divorce yourself from the thinking that it's exactly like an NPC. It's fine to just say "Yes, they all have bastard swords", without giving them the feat. The squad weapon is never really specified, so it can be whatever you want. In the base adventure that introduced the troop subtype, the auto-damage represented rifle buts, elbows, knives, bayonets, and the occasional-probably-too-close-pistol fire. It was just whatever the troop had in hand.
Fluid Tactics would probably help though, letting them switch easier between two-handing the bastard swords, and using them one-handed with shields.
In the game I'm playing in, I have a General that leads a group of half-elfs that are outfitted with a mix of longswords, falcatas, shields, crossbows, and shovels. Their squad name is the Ditch Diggers, which is somehow a term of honor given our nascent kingdom.

Robert Jordan |
1 person marked this as a favorite. |

Sounds reasonable. I agree that personally outfitting your troop could make things get wildly out of hand in regards to damage. While it'd be cool to do so I agree with it being a GM call and avoiding it when possible to prevent possible inflation.

Eric Hinkle |
1 person marked this as a favorite. |

Great review as always, End. And secondly:
now can we have more kingdom-synergy-classes? Ultimate Kings and Queens, for example?
I would so love to see this. They don't even have to be classes as such, just archetypes, provided we can get a small book on how the different classes approach ruling kingdoms and leading armies. I know it would have to be rather generic in many ways, character personality and alignment would play at least as big a role as class, but I'd still love to see it.

Chemlak |

I think I can safely say that the answer to that is "when some enterprising soul manages to make it".
The chance of LWD actually building it are pretty much zero, and the chances of LG paying for it as anything less than a mega-bundle of their work is slim-to-none.
Might be worth chatting to ShadowChemosh on the LWD forums about approaches to making the class, but he's a busy guy so probably can't find the time to do it himself, and my knowledge of HL scripting is far too limited to even try, but you might find someone who can do it, and if Jason's okay with it, it might even become available for public download. Which would be awesome.

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Any word on a hardcover compilation yet Mr Nelson?
At minimum, I'd have to finish Ultimate Armies first, and we also have Ultimate Factions percolating around to flesh out sub-rulership groups within a kingdom, so I am guessing it will still be a while before we do a compilation.
We are focusing now on trying to wind up the compilations that are closer to complete, like Pirate, Far East, and River Kings.
Alas that there are only so many hours in the day.

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Soooo, when do we get a hero lab version of this one... :)
Hi there,
I just noticed this note. The short answer is as Chemlak stated, once we have someone able to do it. But the longer answer is that LWD has been pretty cool on doing a lot of small projects in the past. Their system architecture is such that adding things in, especially things that don't follow the standard rules very closely (like a class with a troop that doesn't exactly use equipment) creates a lot of issues interfacing with the system, since it has to work with everything and everything has to work with it.
Also, in terms of sales vs. work required, they've always been of the opinion that larger pieces sell better than smaller pieces, so they've focused on HL conversions of bigger projects (200-300 page hardbacks rather than 30-40 page class books).
HOWEVER, I've heard that LWD may be making some substantial changes next year as far as how adding things to the system works that may make it easier for smaller pieces like a single class like this.
Exactly how that shakes out, we'll have to wait and see. If what I've heard turns out to be true, though, we might see an HL version of the class sooner than we thought.

Eric Hinkle |
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I'd have to finish Ultimate Armies first, and we also have Ultimate Factions percolating around to flesh out sub-rulership groups within a kingdom, so I am guessing it will still be a while before we do a compilation.
I'm looking forward to both of these.
BTW, is there a proper place on the forums to ask about things like the best 20-pt build for a half-orc member of this class? I keep wondering if one should emphasize the physical or mental characteristics.

Will McCardell |
1 person marked this as a favorite. |

This forum is for character advice on 3rd party stuff, so it's probably a good place to ask such questions. But here works too!
Linda's and my goal for this was to allow for multiple types of builds with the class, so it really depends on what you're looking for. We wanted to support a few different types of commanders with this, the chief two being the the leader from the front that leads by example and would probably focus on more physical abilities, and the leader from the rear that could focus more on mental abilities (and some physical ones), and give her troop commands. Internally, I believe we referred to the former as the Badass, and the latter as the General. It's been a bit, but I believe there was also a split between Charisma and Intelligence for the General type, namely through the Tactician archetype to use Intelligence in place of Charisma. The Strategist archetype is compatible with the Tactician too, and it goes further in replacing abilities associated with the Badass, allowing for some hybridization if you wish.
As general (ha.) advice, I'd suggest at least 12 Charisma regardless of the type you want to be (unless you use Int instead), so you can use Motivational Speech an additional time, especially if you start at a low level. The troop is pretty easy to hit until you teach them some ways to avoid damage or be in a more advantageous position, so being able to heal them after combat will be key. Silly soldiers think it's fine to be next to 4 orcs at once!
For the character (Strategist archetype only) I played, I believe I focused on Strength, some Constitution, and then I think Charisma and Dex in equal amounts, as I wanted the option at least to switch between ranged and melee.

Ben Walklate |

Cat-thulhu wrote:Any word on a hardcover compilation yet Mr Nelson?At minimum, I'd have to finish Ultimate Armies first, and we also have Ultimate Factions percolating around to flesh out sub-rulership groups within a kingdom, so I am guessing it will still be a while before we do a compilation.
Percolate, percolate
Almost finished. Example factions are partially done, and then it's on to finishing touches before sending it to Jason. Current plan is "by this weekend", depending on how well my wife nags me about it, and how poorly my son is.