Fata deum early access3/15/2023 Quote: If the story’s objective is to unsettle the players rather than their characters, the GM needs something before even starting to seriously think about running such an adventure: the players’ consent. Consent is very briefly mentioned on the first page of the first chapter, not especially well: Credit where credit is due, it does do one necessary thing all books about horror games should do: it deals with consent in a mature way. This book sucks and I'm going to spend a lot of time ragging on it. It made me nervous to see what they were going to do next. How well does it pull off horror? Well, it has character kits for using magic to emotionally abuse people and feats that give you vomit-based combat maneuvers. Last August, they published Horror Adventures, a sequel to the pretty okay epic-level Mythic Adventures book and the terminally inconsistent Occult Adventures psionic book. You know how being turned into a vampire is supposed to be about being cursed and having your soul stolen by an inhuman fiend, while in D&D 3rd Edition it mostly means you get a bunch of stat boosts and superpowers? Jason Buhlman, three additional designers, and another eighteen staff writers and freelancers at Paizo attempted to deliver a book about running scary games in Pathfinder, starting with that as the premise. All steam engines, they believe, must be destroyed - but especially mechs. The Gear Eater believes mechs are evil and bad and a representation of all that has gone wron with the world. Mors Rattus posted: Dragonmech: Steam Warriors: I EAT GUNDAM While i'm here, does someone have the "this game deals with sensitive material" warning for F&Fs handy i think poor writing specifically sabotages their effort to communicate their new ideas, not the entire package, and i think i can be clearer about that. That said, you caught me in some of my own bad writing. I'll stand by the idea that many of their ideas are straight up poorly communicated.Ĭan you explain to me how these rules and the following section, "Discovery and Surprise", actually work? What dice do you roll? How do you interpret the results? (This is the latter half of page 182 and most of page 183, if you'd rather consult the book itself.) Icon relationship rolls are one of the flagship ideas and they're just a jumbled mess. Tbf, that's something that may have been edited in after they said that. "but the poor writing, editing, and layout sabotage it." it could be easily incorporated into the basic leveling/monster stat math, with magic items producing ONLY their fantastic effects. The greater problem is that having +1 swords at all is pointless. it's also mentioned in a couple places that you should just give them tier-1 to everything as inherent bonuses if you're not using magic items. everywhere else, PCs are expected to have the full suite of bonuses, either from items or oils/runes, and that you should just go ahead and give them magic items all over the place from icon rolls or successful adventures. the magic item section is the only time it's suggested that they're rare. Are you supposed to assume players have a full suite of magic gear for their level as part of the normal calculation for challenging encounters? Are they supposed to be upgrading everything to the next tier as they get there? If that stuff's in there I've never been able to find it. They play up how they're a super rare and important thing that players should only get through adventure, but give no real guidance on how they fit into the system math or general encounter building. The more important part of what sucks about 13th Age Magic Items is there isn't much guidance on when to hand them out and how.
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