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Grim Hollow Campaign Guide - 3rd Party Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9130733" data-attributes="member: 7041430"><p>If anything, I'm heading in the other direction. I really like some of the mechanics so far, but the world seems a bit flat. Then again, for a player's first introduction to <em><s>Warhammer</s></em> Etharis, it's probably new to them. So it works well enough.</p><p></p><p></p><p>Glad I could help! There's six curses, each that create decently high CR monsters you could use in a campaign. Roving curse-breakers sounds like a great campaign framework!</p><p></p><p></p><p>Regrettably, I'm reviewing the <em>Grim Hollow Campaign Guide</em> which has no new races. I believe (per Libertad's comment above) that those are in the <em>Player's Guide. </em>Depending on how this gets received, I may pick that up. </p><p></p><p>Next up is a bit of weirdness. According to the table of contents, "Variant Mechanics" is a chapter consisting of one page, but it doesn't have a clean break or a chapter heading, so it looks like an addendum to advanced weaponry when you're reading it. </p><p></p><p>This page introduces five new variant rules for this world:</p><ul> <li data-xf-list-type="ul">When you heal from unconsciousness, you are incapacitated until the end of your next turn (this objectively sucks from a player's perspective; if you want your PCs to stay off the death gate, I'd suggest limiting their number of death saves to two or one)</li> <li data-xf-list-type="ul">When you fail a concentration check, you gain the <em>dazed</em> condition until the end of your next turn</li> <li data-xf-list-type="ul">The <em>bleeding</em> condition means you cannot regain hit points from spells or abilities, only by completing a long rest or spending Hit Dice (this seems diegetically weird to me: are there only some swords who prevent magical healing? Is this on every slashing weapon? I like the idea but I would have renamed it "cursed" or something like that)</li> <li data-xf-list-type="ul">The <em>dazed </em>condition prevents you from concentrating on spells (combined with the change above, this means you can't lose concentration on a spell and then immediately recast it - you have to wait at least a round; I really like this change)</li> <li data-xf-list-type="ul">Dwarves and gnomes pick up some advanced weapon proficiencies at 3rd level</li> </ul><p>While I dislike the first change (not the goal, which seems to be preventing yo-yo healing, but rather the implementation), everything else is pretty solid. </p><p></p><p>I've got a kid whom I've got to help with a science fair project, but next time we're going to delve into transformations! These are an awesome part of the book that I really like, so I want to take my time reviewing them. Thanks for y'all's patience!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9130733, member: 7041430"] If anything, I'm heading in the other direction. I really like some of the mechanics so far, but the world seems a bit flat. Then again, for a player's first introduction to [I][S]Warhammer[/S][/I] Etharis, it's probably new to them. So it works well enough. Glad I could help! There's six curses, each that create decently high CR monsters you could use in a campaign. Roving curse-breakers sounds like a great campaign framework! Regrettably, I'm reviewing the [I]Grim Hollow Campaign Guide[/I] which has no new races. I believe (per Libertad's comment above) that those are in the [I]Player's Guide. [/I]Depending on how this gets received, I may pick that up. Next up is a bit of weirdness. According to the table of contents, "Variant Mechanics" is a chapter consisting of one page, but it doesn't have a clean break or a chapter heading, so it looks like an addendum to advanced weaponry when you're reading it. This page introduces five new variant rules for this world: [LIST] [*]When you heal from unconsciousness, you are incapacitated until the end of your next turn (this objectively sucks from a player's perspective; if you want your PCs to stay off the death gate, I'd suggest limiting their number of death saves to two or one) [*]When you fail a concentration check, you gain the [I]dazed[/I] condition until the end of your next turn [*]The [I]bleeding[/I] condition means you cannot regain hit points from spells or abilities, only by completing a long rest or spending Hit Dice (this seems diegetically weird to me: are there only some swords who prevent magical healing? Is this on every slashing weapon? I like the idea but I would have renamed it "cursed" or something like that) [*]The [I]dazed [/I]condition prevents you from concentrating on spells (combined with the change above, this means you can't lose concentration on a spell and then immediately recast it - you have to wait at least a round; I really like this change) [*]Dwarves and gnomes pick up some advanced weapon proficiencies at 3rd level [/LIST] While I dislike the first change (not the goal, which seems to be preventing yo-yo healing, but rather the implementation), everything else is pretty solid. I've got a kid whom I've got to help with a science fair project, but next time we're going to delve into transformations! These are an awesome part of the book that I really like, so I want to take my time reviewing them. Thanks for y'all's patience! [/QUOTE]
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