Death for companions is ridiculously lenient – one combat -1 level, then back to full strength, no repercussions. Adepts can still have their companion around all the time. Animal companions for initiates cannot participate in every combat, which provides a nice source of basic, very limited resource-management, for example. The class differs in that is chooses whether it gains many abilities at initiate-level or less at adept level, changing just about all base assumptions you may have and allowing for wildly diverging focuses. the bard-class, provides deeper customization options than the core-classes. The druid especially is a rather interesting class, mainly, because its design-tenets, more so than the base key-attribute switching in e.g. Without further ado, let’s begin! In my review of the core book, I mentioned that both monk and druid would be in this book and indeed, there was much ado about their absence in the base book. I have already discussed in length and depth my stance on just about all rules-decisions of 13 th Age in my review of the core book, so this review will NOT focus on those Instead, I will analyze this book for what it brings to the table and assume you are already familiar and have an opinion on whether you like basic decisions of the system or not. ![]() The material herein underwent playtsting for the purposes of this review.ġ3 True Ways, much like the 13 th Age Core-rule-book, is a combination of crunch-book and setting material, though this one is focused slightly more on the setting aspect. This review is based on the 256-page hardcover and not on the pdf –hence, I can’t judge electronic qualities etc. Disclaimer: I received the hardcover of this book for the purposes of an unbiased, critical review, which I hereby provide.
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