![]() to enhance internal consistency of a world, this component is surprisingly not the one that has irked me the most. While I am perhaps one of the more anal-retentive GMs out there regarding the feeling of the world I play in, one of the guys who design customs, rune-languages etc. Ultimately, this practice led to a plethora of humorous posts on how the ecology in any such a world would not work properly (or be driven wholly by murder hobos…) – google it and you’ll surely find one or two such issues and I’m not even scratching the surface here. via the paradigms of gold, spells known and feats invested. What do I mean by this? The massive rules-interaction possibilities and mathematical crafting rules ultimately enabled players to create their own legends, yes, but at the same time, the system necessitated a codification of magic items, armor, etc. Finally: I do not own the pdf version of this book, so I can’t comment on it.Īll right, so if you’ve been reading my reviews for a while, you’ll know what my introductory spiel will be here: If there is one thing I loathe about d20-based systems, it would be that they wrecked magic. Even if you are not interested in 13th Age, please read this review. I received this book in print for the purpose of an unbiased, critical review and it thus was moved up in my reviewing queue. Traps, Haunts, Hazards and all the rest.
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