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The archetypes is presented in five pages: cover, two pages of description and two of OGL. It could use more context for the archetype such as suggestions for where they might fir into a game world and what sort of culture would inspire them. Also, and this is very common for such materials, is a lack of support material such as a new spell, magic item, place or even a legend to inspire adventure would make them some much more interesting and easier to fit into a campaign.
Wizard's Apprentice is odd . . . Are you not an apprentice before you gain your first level? Perhaps student of the arcane would be a better name? Teacher's Pet gives you some extra spells in your spellbook and a cantrip known, so it is very good (and may give the DM some clues to where the character wants to go). But Beginner's Spellcasting is entirely a negative (and the 10th level ability is partly mitigating it but nothing else) while it could lead to some fun roleplaying, mostly I see it leading to frustration in play. Perhaps having their spellcasting generate odd side effects would be more playable? Their capstone ability of Advanced Spellcasting is good but could use a little more punch or flexibility or both.
Again, strong concept but the execution does not quite work.
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The archetypes is presented in five pages: cover, two pages of description and two of OGL. It could use more context for the archetype such as suggestions for where they might fir into a game world and what sort of culture would inspire them. Also, and this is very common for such materials, is a lack of support material such as a new spell, magic item, place or even a legend to inspire adventure would make them some much more interesting and easier to fit into a campaign.
Cleric of the Beast Domain give some Druid/Ranger adjacent abilities, movement through terrain, an extra thematic skill. Frightening Ally needs a better name and better description, perhaps Roar of the Beast? Beastly Attack, again a better name would be helpful, should be restricted to adding to one attack per turn and adding force damage (which useful) does not seem very beastly to me. I would increase the dice size and make it the same sort of physical damage the weapon already inflicts. Nature Spellcasting as their capstone ability seems a little inflexible, maybe choose four (or even more) Druid spells none of which may be from the same level for it to effect?
Good idea, but needs a little focus and refinement.
Read more reviews and other gaming related articles at my gaming journal: https://seaofstarsrpg.wordpress.com/
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The archetypes is presented in four pages: cover, one page of description and two of OGL. It could use more context for the archetype such as suggestions for where they might fir into a game world and what sort of culture would inspire them. Also, and this is very common for such materials, is a lack of support material such as a new spell, magic item, place or even a legend to inspire adventure would make them some much more interesting and easier to fit into a campaign.
Bardic College of the Flock, who are devoted to protecting their, well, flock. Which is a good idea for a school but the abilities could use better definition: Flock Protector, allowing them to intercept attack but the timing is unclear, it should be in reaction to a successful attack on an ally and give the Bard temporary hit points equal to their Bardic Inspiration die against the damage suffered. While the Inspired Flock ability should probably be restricted to once per short rest. But a good team player, as bards should be.
Good but could use some support.
Read more reviews and other gaming related articles at my gaming journal: https://seaofstarsrpg.wordpress.com/
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The archetypes is presented in four pages: cover, one page of description and two of OGL. It could use more context for the archetype such as suggestions for where they might fir into a game world and what sort of culture would inspire them. Also, and this is very common for such materials, is a lack of support material such as a new spell, magic item, place or even a legend to inspire adventure would make them some much more interesting and easier to fit into a campaign.
With he Barbarian Path of the Unicorn, you get a mystical unicorn horn which you can summon and use as a weapon (naturally). Their later ability include healing and protection, the Unicorn's Healing Touch is good as it is a minor heal effect plus wipes away poison and disease, so really useful in some circumstances, just a little bit of healing in others. Shimmering Shield is a one round duration big boost to armor class that the barbarian can use on others, it seems really good but it is a 14th level ability, so . . . In any case, a healing, protective barbarian is an interesting idea, there just seems like there should be a bit more here to support that.
A good start but could use a bit more.
Read more reviews and other gaming related articles at my gaming journal: https://seaofstarsrpg.wordpress.com/
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The archetypes is presented in five pages: cover, one and a bit pages of description and two of OGL. It could use more context for the archetype such as suggestions for where they might fir into a game world and what sort of culture would inspire them. Also, and this is very common for such materials, is a lack of support material such as a new spell, magic item, place or even a legend to inspire adventure would make them some much more interesting and easier to fit into a campaign.
Phoenix Sorcerer tapping into the flame and rebirth of the phoenix is a good theme and, as they get some access to healing spells, they will likely be popular. They can cheat death, if they have sorcery points remaining, and make dramatic escapes from danger (taking their friend with them) but that should probably reset on a long rather than short rest though. Overall, thematic and fun.
Good work from a good starting point.
Read more reviews and other gaming related articles at my gaming journal: https://seaofstarsrpg.wordpress.com/
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The archetypes is presented in four pages: cover, one page of description and two of OGL. It could use more context for the archetype such as suggestions for where they might fir into a game world and what sort of culture would inspire them. Also, and this is very common for such materials, is a lack of support material such as a new spell, magic item, place or even a legend to inspire adventure would make them some much more interesting and easier to fit into a campaign.
Monk Way of the Whisker, learn from the cats, Pounce on your prey. Feline Fear is not properly defined, instead having a copy/paste of a section from the Path of the Unicorn. Nine Lives keeps you on your feet when you would otherwise go down, it is neat, but it seems like there are more you could do with the idea. Cat's Claws is an odd capstone power, letting the monk generate magical claws, which it seems they should get earlier, but the damage seems inline. Still a good basis for a cat-themed monk.
Good but could be better and Feline Fear need to be corrected.
Read more reviews and other gaming related articles at my gaming journal: https://seaofstarsrpg.wordpress.com/
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Creator Reply: |
I uploaded a new version 1.1 that corrects the Feline Fear feature! Thanks for the feedback! |
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Backgrounds in the Kingdom of Grimsby details six new backgrounds complete with tables for personality, ideal, bond and flaw for each. The new backgrounds are: Farmer, which is what you would expect though some suggestions for using farmsteads as bases (or basis) for adventure would have been a nice addition. Forest Dweller, could use a little bit more fleshing out but works. Hunter, again what you would expect, though the Tracking Expertise features is written for a bounty hunter, not a hunter of animals as you would expect from the description, with a little tuning could be good. Messenger (specifically a city messenger) is good, the feature needs a bit of fine tuning but the idea is solid, probably my favorite of these. Royal Heir is a bit trickier, it implies certain things that really need to be discussed with you DM before taking such a background, the feature is a bit limited as well, again talk with your DM. Last, there is the Street Performer, which is fun but their feature, All the World's A Stage, which allows them to build a temporary stage out of bits and bobs . . . It is cool and all, but it does not give you any reason to do so, there are no bonuses associated with having a stage. But nice to have more options even if some need a bit of work.
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Animal Races in the Kingdom of Grimsby, which details six new races, all of which are animals. But it never defines if they are anthropomorphic (human-like) or actual intelligent animals as it does make a rather big difference. Oddly, none have speeds listed, so can the crow and owl fly? All have natural weapons, sometime exceedingly good weapons The Cat is much as one would expect and a killing machine with 2d4(!) claws. That needs to be scaled back but the fact that they can use their claws as thieves' tools, perfect! The Donkey tough and capable of carrying great weights, they have a vicious kick which they cannot use while carrying a shield implying anthmorphism perhaps? Giant Owl, wise and powerful, with 2d6(!!) talons and a fear causing screech! Very powerful combo, both need to be scaled back for playability, but good potential. Hound, as as you would expect, with pack tactics (always useful) as an ability, though their Canine Obedience ability which (potentially) forces others to obey them is an interesting call. Raven is a trickster, as one might expect, and could be fun in the right hands. Lastly, Rooster, which has a inspiring call which recharges at dawn (thematic) and a natural feather fall which also recharges at dawn(?), certainly that should be after a short rest. Good potential and great ideas, but they need to be expanded and clarified before they can really shine.
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The Demo Book (9 pages) is a fun free adventure for Animal Adventures: The Faraway Sea. You will use D&D 5th edition to play it. You will need some animal characters. For this, I used Animal Races in The Kingdom of Grimsby. It is free/pay what you want at DriveThruRPG and contains six characters races (hound, rooster, raven, cat, owl, and donkey). I used one of each. The solo engine that I used was CRGE, Conjectural Roleplaying GM Emulator
(free/pay what you want at DriveThruRPG). The adventure is at the attached website. It is a kickstarter, so you will see advertising.
For this adventure, the problem is Pooke the goblin chieftain. A cursed mask has turned him into the ultimate villain. The adventurers could tell that the quest giver (Snippy the CHIHUAHUA) did not want to come along, but they did not give him that opportunity. There were goblins to deal with and some nasty terrain. The donkey could not get across the gorge, so he ended up being captured and imprisoned in Skullcano. The rogue character (cat) did not see a trapped doorway and was wounded. The barbarian (hound) took most of the combat damage. The sorcerer (owl) took out the villain with a spell casting duel. Immediately, the Skullcano started to collapse. There was not time to pick up the cursed mask or look for their friend (donkey). Some of the adventurers did take damage from falling rocks, but the remaining five (plus Snippy) did make it back to the village. They had a funeral service for donkey and then they had a quiet evening of fishing. It was the cat’s idea. Maybe you will have better luck.
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- The Demo Book contains the stats for one NPC, stats for four enemies, but there is no map.
https://www.kickstarter.com/projects/russrmc/animal-adventures-the-faraway-sea?ref=29gujw
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This is a great time in a fairytale land with a Grimm twist and a fun way to relive a classic story!
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