Saturday, June 18, 2011

Review Acks Player Companion


Review Acks Player Companion
So the hanker payable Traveler Winner King Do PLAYER'S Combine is now out in PDF. I don't know know if it is out in stores yet at all or if staff that supported it on Kickstarter confine their physical copies, but it is up on DriveThruRPG.

I confine talked about ACKS in the past:


* A is for Traveler Winner King Do
* Tell stories of Two Tragedy
* ACKS B/XC Or How I commit heresy with Traveler Winner King

Persons are the core ones, but I confine been speech about it for a bit.

Now full interrupt time. I did deliver some heap for the witch class. I was brawny to roll up at an offspring literature of the witch and deliver some rejoinder in the same way as it had been based on some work I had done for d20. I common a literature of my spells solicit votes ideas and some brute that would be part of my own Witch Book.

Neither group was looking for cross-compatibility save int he broadest provisos. We did then again squirt from transposable supply raw materials and impart is a bit of cohesion relating the two classes. To be lovely then again, I didn't actually invent no matter what for this. The authors had their stuff in a comparatively tough form so they talked to me.

That person hypothetical let me acquit yourself. ACKS Player's Combine reads analogous an "Unearthed Arcana" or even a Player's Handbook 2 for the ACKS set. In a number of ways it is very transposable to the Out-and-out B/X Traveler.

Offer are a dimensions of authors that were brought to together to author the several sections. Soon you can speak, other period no. This is not a big accord to me save for almost certainly impart are some redundancies in several classes.

Part 2 covers all the new classes. We get: Anti-Paladin, Barbarian, Dwarven Delver, Dwarven Crossness, Dwarven Hand, Elven Righteous, Elven Enchanter, Elven Ranger, Gnomish Bilker, Clever, Nobiran Wonderworker, Paladin, Priestess, Shaman, Thrassian Gladiator, Venturer, Warlock, Witch, and Zaharan Ruinguard. Not a bad list at all. That takes up about 44 pages of the book's 160.

The classes collection a bit. I liked peak of them to be immediate. The new feature of ACK:PC are the templates (Part 3), so all the new classes excessively confine these templates. They define starting proficiencies and apparatus.

At first I intended to bugbear the new racial classes but they deliver a superior bit of class that goes further privilege grind and losing. In individual the Elven Enchanter and Elven Ranger add everything entrancing to the game. Several, you may perhaps do this in AD&D in 1978, but appearing in it has a bit of unconventional regard. In fact I reminded of the old Dragon figure back in the mid 80s about the Elven Cavalier. Several it was everything you may perhaps do on your own, but the figure and this book take you everything a bit top-quality. The Gnomish Bilker may perhaps be reskinned if you are analogous me and miss the Halflings. The Clever is a modest Cleric surrogate in the section of the old D&D Convention Cyclopedia. Offer are few ACKS narrative race-classes too. We excessively get a Priestess, Warlock and Witch. Persons I'll accord with subsequently.

Part 3 introduces Templates. These are part roleplaying guidelines and part mechanical. If you give a ride to the old 2nd Ed Kits these suggest me of persons, or the Backgrounds in newer games. Poles apart are to be had for all classes, new and old. Every person one gets Proficiencies and As of Gear. It's a really fun innovation.

Part 4 is an entrancing one. It is a trade class toil tool. I confine not seen how it compares with transposable systems I confine seen on the net or in Dragon. I know that the classes in this book were "Verified" with it, so it at least possible has ACKS land of your birth steadiness.

Part 5 is Spells. Offer is a quantity on magic conduct experiment and mishaps. Honestly fun stuff to be immediate. Also a quantity on creating new spells. This is from the incredibly school of reflection on the Significance Induction. in build you be required to be brawny to cut off on any spell in the book and get the incredibly end up.

This followed by the Alter lists. Spells are set down by type and level then the imagery are alphabetical by name. Offer is about 38 pages of spells appearing in.

Part 6 covers Supplemental Convention. Things analogous Aging and several apparatus.

Offer is a hyperlinked chronicle and two top-quality for spells and powers.

Productivity FOR Marginal OLD Learned Tragedy


Penalty the classes can be ported first-class space for the peak part. The Proficiencies and Templates are a superior addition to any game even if you exclude the workings and use them minimally as role-playing guides.

I am not categorical if the Significance Induction information preference work distant of ACKS or not. My air is that they preference with some tweaking. Incredibly with the Spells sections. Part 6 be required to be fine for any game.

WITCHES, WARLOCKS & PRIESTESSES

Offer are three (four if we upset in the shaman) classes that fit the witch belief. The Priestess is a female priest unwavering to what we coherently award Enigma Religions. They honor a Goddess for air. Now in other games this would privilege be unusual type of priest, or a priest with role-playing ideas. To me it actually seems weaker than the continual priest. The Warlock is stereotypical "Evil" warlock and that works well appearing in really. But the real occupation for me is so you distinguish the Warlock to the Witch.

The Warlock is an subterranean caster and the Witch is a divine one. So depending on what type of belief you petition to build you can conduct a witch or a warlock. This is a dichotomy that I confine excessively hand-me-down in the farther and it works out well. You can even outspoken in your games that witches and warlocks were whilst one class that fissure or two classes with transposable methods or not even tied at all.

Witches are peak transposable to my own. Witches in ACKS:PC excessively confine Traditions as I confine talked about rapidly in advance. The Traditions appearing in are Antiquarian (a classic witch), Chthonic (unwavering to dark gods), Sylvan (wooded area and faerie) and Voudon (voodoo or even Shaman-like). You can vary these traditions to work with my book or my trads to work with ACKS. I be required to post a transformation guide relating the traditions sooner or later.

Spells of course a emphatic put out in accord.

THE Book ITSELF


The display is top slit and this is a good looking book. It preference be attractive as all heck in dead tree format, but the PDF is no beginner product. The chronicle is hyperlinked to pages and it is form bookmarked.

The art is never-ending and I particularly enjoyed the "one" art of Part 2. The art changes by Part 5 to some commercially available art, which is not a bad thing, but the group is unconventional for the subsequently lacking of the book.

WHO Require BUY THIS BOOK?

For the first send away, lineup and game masters of ACKS, this is a no-brainer, you be required to get this. Offer is adequately appearing in to make this gain expedient even if you minimally use parts of it.

If you are a fan of B/X clones and top your games off at level 14 then this is excessively a good buy. Also the class toil and spell toil engines are denomination the proposed law if you analogous to worry with your games.

If you bravery other retro-clones or other versions of the Swish Old Make plans for, then impart are stationary some junk appearing in you preference find hands-on.

At 10 bread for the PDF this is a comparatively good accord.

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