2.12.2014

EZG reviews Razor Coast: Fire As She Bears

Razor Coast: Fire As She Bears





This system for naval combat is 98 pages long, 1 page front cover, 4 pages of advertisement, 3 pages of SRD, 1 page ToC and 1 page back cover, leaving us with 88 pages of content.

So here we are - by now the third naval combat system for Pathfinder - after Paizo's system fell flat of my expectations and after EN Publishing's book thoroughly disappointed me, let's see whether this supplement can do the trick!

We kick off this sourcebook, as is only prudent, with an explanation of the terminology used as well as a handy diagram that explains how a ship is positioned in relation to the wind. In order to have a ship, one requires ship construction-rules - these are very concisely-presented here: Essentially, each vessel has locations, which could be thought of as  20-foot cubes that can be individually targeted by hostiles. How you place your locations is mostly up to you, though you have to adhere to certain conventions regarding length and breadth and height, allowing you to also add additional decks by stacking multiple locations atop one another. It should be noted, that one hull location could contain one or several decks, though! Each location-cube belongs to one of two classes - hull or rigging. Both types have different stats, costs etc. and their relationship has crucial consequences regarding the ship's attributes.

Attributes? Yes, ships have a str-score of 30+no. of hull locations + build modifiers and they also have a dexterity of 10+rigging locations-hull locations + build modifiers. (The latter, in case you're wondering, offer the choice between sleek and broad hulls. Ship armor-class is calculated just like with a regular character, though rigging is slightly harder to hit. It should also be noted that the rules depict not only touch AC (should you ever require it), but also the susceptibility of a ship from below the waves in a rather interesting manner and that they aren't silent on this matter either regarding AC. Carrying capacity, hit points - all of that is very intuitive and makes creating ships and grasping the system exceedingly easy.

Now where things get slightly more complex would be with movement - your ship has 3 movement rates, or speed values. Each point of speed roughly corresponds to 20 feet of movement - but why not simply go with the movement? The answer's simple, really - you actually could do that. But speed is also a resource AS WELL AS a restriction. Ships have no brakes in the traditional sense and thus you *HAVE* to move the value of your speed rating each round - furthermore, naval maneuvers like turns etc. have an associated speed cost. You thus have to actually plan movement rather carefully, adding a VERY cool tactical dimension to the combats that is easy to learn while offering opportunities aplenty for strategies and finesse - after all, sailing against and with the wind modifies your available speed. Putting essentially resource and restriction into one value is, in my humble opinion, a stroke of genius. Of course, ships also have a maneuverability and your ship's load influence how agile your vessel turns out to be - again, the rules here are very much n line with how characters work.

Now if you're like me, then you tend towards a relative preference toward simulationalist approaches - I tend to have my PCs track rations etc. For people who prefer this additional spike of realism we get advanced rules herein - the first of which would be the impact of wind speed on a vessel's speed rating. More complex, yes, but rather easy to grasp. And if you don't think that can be utilized for maximum awesomeness, I once ran an adventure based on the absence of wind - essentially stranding the players on the equivalent of the Méduse's grisly tale - no combats, just slow psychological descent into madness as the veneer of civilization started to crumble. Glorious. Of course, the more obvious use would be to handle ships sailing before a storm, as the sidebar "Riders on the Storm" suggests. Now beyond sails, engines (both steam-powered and alchemical, in varying efficiency-classes) and oars are also handled, and once again parallel to characters, ships get their own CMBs and CMDs and saves.

Saves? Yep. Though as objects, ships are immune to will-saves, ref and fort-saves, while hard to do, can be rationalized - which the pdf btw. also guides a DM through, explaining how to narrate a successful save. As you could glean from me spilling the beans about alternate means of propulsion, there are a lot of customization options here - 8 sizes of cannons, rams, crow's nests - it's easy and essentially just like equipping your character - locations having a certain amount of space, i.e. slots. There you go - elegant and intuitive. Where there are cannons, there better be grape shots, chain shots and the like and yes, for everyone who despises gunpowder in their games, reskinning is always an option here. Speaking of options - while cannonballs of a uniform size are the default simplification for fun's sake, there are rules to explain how to handle different cannonball-sizes, if you want that level of realism. the same holds btw. true if you'd prefer realistic load times - these have been, due to the presence of magic and to keep cannons cool, significantly shortened to between 1 and 3 full-round actions. For once, that's a simplification I will keep in my game.

Now I've mentioned grape shots. I shuddered upon reading this, for while the mechanics of the grape shot are solid, they don't take individual ACs into account. Well...UNLESS you take a look at yet another alternate rule that lets you take these into the equation as well! Even before ship armor, miscellaneous equipment like fire pumps, specific locations and the like come into the equation, we a thoroughly customizable base system of rules that is concisely presented and easy to learn, while providing just the level of realism you choose for your group.

Specific locations? Yeah, from smuggling compartments to brigs, captain's quarters etc., we have quite a few customization options here.

But a ship is only an object - we also need a crew. Recruiting a crew is done via relatively simple rules...but what about morale? We are introduced to a new loyalty-score, which is modified by the captain's level, his/her cha-mod and the mods of navigators, chaplains etc. - oh, and lost battles, pay, time at sea, charms and dominates - all of these are taken in. Additionally, charismatic captains may actually inspire their crews! Now we all have seen this: A basic issue in most naval combat systems would be that they degenerate into a one-on-one between DM and the captain's player.6 officer roles, all with benefits and vacancy penalties and special actions in combat does an excellent job in engaging the WHOLE PARTY, even beyond the capabilities of the respective classes that fill the roles. Now how does that work? Essentially, your players roll initiative twice - once for the level of their characters and a second, naval initiative wherein they may make the respective naval actions, ensuring that they don't have to spend actions to encourage the crew when they'd rather be flinging fireballs or swashbuckle through the riggings. It seems counterintuitive at first, but in play it works wonders - also due to each role using certain attribute-modifiers for their respective naval initiative. Food, crew placement, crew advancement, officer and enlisted roles - there isa neat level of detail going on here.

Now how does naval combat work? First, the most upwind ship may claim the weather gauge, which nets some bonuses (tough e.g. the +2 speed bonus may not fit in all strategies...once again, careful deliberation...) - but only until another ship manages to steal the weather gauge via skill or luck: Again, we have a neat dynamic herein that expands the tactical possibilities of naval combat. After that, the combat (with the exception of naval initiative) works much like a regular combat - but there also are 13 special naval actions introduced alongside 5 special attacks (including crossing the boards). We also get a handy table for spotting ships, some new skill uses (Can you disguise a ship? Yes, you can!) and an abstract, but relatively elegant way to determine losses among the crew (and prevent them, if you're a ship's surgeon. Of course, there is also the final resort of self-destructing engines, if available - and yes, the consequences are dire and the situation narrative gold.

Of course, as you're probably noted by now, specialists could have a field day here and yes, if you're so inclined, then a  total of 9 feats allows you to improve your capabilities in that specific field - which is awesome, for while the system does not require such an investment, it rewards those that do. Now magic and naval combat is where a certain other naval supplement came totally apart - so how does FaSB deal with it? In one word: Perfectly. Instead of spamming us with useless over-specialized variants of spells, we get new uses for spells: Chill/Heat Metal+ cannon = useless cannon for duration of the spell. Zombie-crew? Possible. Control Winds vs. Control Weather? Covered. Fabricate? Repairs ship-location. Prestidigitation can btw. be uses to flavor gruel if food is scarce, thus offsetting the loyalty-penalty for eating gruel all day. We also get 9 spells, one of which temporarily transforms a part of the sea into GLASS., potentially trapping ships... Oh, and yes, there also is a ghostly crew for the wholesome necromancer captains among us.

Not content with all of that? Why not build levitating ships? Ships made from bone, coral or locations perpetually engulfed in flames? Masts that prevent casualties by means of feather fall? Enchanted bowsprits? Sails that steal souls? On the character level, what about enchanted rum? Magical hammocks? Tiny mechanical monkey with an extradimensional holding space? Harnesses that conjure forth ghostly whales to draw the ship? Yes. All here.

Now so far, we've limited ourselves to combat, ship-building and crew - but what about pursuits? Fully covered. Terrain obstacles for naval pursuits? Easy creation guidelines, various samples provided.

Don't want to stat a lot of crew? We get quite a bunch of sample statblocks (though it should be noted that they use Razor Coast's simplified gunpowder-rules), but thus no gunslingers. The book mentions "Brace of Pistols" as a great supplement and I concur, though I consider the absence of gunslingers still a huge pity. Now while there are a lot f relatively generic statblocks, the occasional weird one is in here to spice all up and sample characters galore accompany this chapter.

Beyond a pirate's song to sing and animated cannons, we also get full-color ship record sheets, 5 sample ships and finally, a 1-page appendix of sample ship names.

Conclusion:

Editing and formatting is still very good, though a couple of minor typo-level glitches could be found herein. Layout adheres to a drop-dead gorgeous two-column full-color standard. Artwork is mostly thematically fitting stock art and the pdf comes fully bookmarked for your convenience. The hardcover of the book has solid production-values, though the paper feels slightly thinner than in other FGG-releases. The cover-illustration is a bit blurry in both the pdf and hardcover and was probably not intended as such.

*Ähem* In case you haven't noticed...look what's absent from this review: Yes. Serious complaints. This system is hilariously easy to grasp, working with established design-tenets and expanding them in a smart way that borders on being brilliant. Neither in 3.X, nor PFRPG have I ever seen such a concise, well-presented naval combat supplement - creating ships is exceedingly easy and fast, naval combat proved to be engaging for the whole group instead of for just one player and this supplement, unlike some books I've recently reviewed, does a splendid job at NOT creating logic bugs in-game. At working with the system and producing something that transcends and mops the floor with each and every naval combat system I've seen so far, offering a surprising amount of easy customization options and actually rewarding tactical combat decisions. Strategy, fun, easily implemented and presented in a truly concise manner, Lou Agresta & John Ling's "Fire as She Bears" is THE system for naval combat: Whether it's "Skull & Shackles", "Razor Coast" or something completely different - this supplement is a, let me emphasize that, MUST HAVE.

Seriously. Naval combat has never worked so smoothly, so seamlessly, so elegant. Heck, if I ever run En Publishing's Zeitgeist-AP, I'll ignore "Admiral o' the High Seas" and stat the ships with this. In spite of the work, the result will make it worthwhile. This is the perfect blend of options, solid rules, toolkit and makes for an extremely tight supplement, one I can't praise enough. I wouldn't be Endzeitgeist if I had no complaints, though - the lack of sample gunslinger-characters is a very minor detriment and honestly - I wished this had been a massive 200+page book with even more options, items, naval actions, magic items and sample ships.

...Yeah. That's about all the negativity I can muster against this superb book. This is non-optional. I want sequels...plural. Enchanted viking-ships, perhaps? After all, the Northlands Saga is impending...

This belongs into the library of each and every DM who only contemplates running naval adventures, a superb offering if there ever was one and the system that banished Mongoose's 3.0 "Seas of Blood" and Paizo's own system into oblivion. It's that good. My final verdict will clock in at 5 stars +seal of approval, in spite of minor flaws here and there as well as  this being a candidate for my Top Ten of 2013. From here on out, this will be the only naval system that sees any use at my table. Congratulations to the authors for a superb job!


You can get this awesome naval combat supplement here on OBS and here on d20pfsrd.com's shop!

Endzeitgeist out.

2.03.2014

EZG reviews Lords of Gossamer & Shadow (Diceless)




This massive sourcebook for Erick Wujcik's Diceless system is 168 pages long, 1 page front cover, 1 page editorial, 1 page list of patronage/Kickstarter-thanks, 1 page ToC, 1 page back cover, leaving us with 163 pages of content, so let's take a look, shall we?

Born from Amber Dicelss Roleplaying, LoGaS depicts a setting which, unsurprisingly, makes use of countless worlds - the Gossamer worlds, made real by ethereal, true power. These countless worlds are connected to another via the Grand Staircase, an unfathomably huge staircase that features countless doors leading to countless gossamer worlds. Behind the screen, the forces of eidolon and umbra wage war eternal - eidolon being the force of supreme structure and organization, the ideal form of the multiverse, whereas umbra, its opposing principle, is essentially the chaos and entropy that seeks to undo all - the shadow lurking between gossamer worlds, constantly striving to claim worlds - whether temporarily or permanently. You are one of the travelers of the grand stairs, made aware of its countless possibilities, as mere wandering it starts to enhance your prowess to superhuman levels - the lords and ladies of gossamer are indeed powerful enough to change the destiny of whole worlds and have carved mostly secure worlds from the vast number of them. But balance demands duality and hence, there are the Dwimmerlaik, servants of the shadow that wage war unending on the self-anointed wardens of the great stairs.

Now after a short glossary of basic terms for newcomers, we dive into character generation - First, you choose a concept (more on those later) and then, you assign 100 points - you have to buy attributes, powers and extras from this array of points - the thing is, you may undercut or overstep this - earning good or bad karma. Rather cool! Also unique: All characters start at superhuman levels in all 4 attributes - you can get more points by cutting down to various mortal levels, though. Now attributes are handled via an auction at character creation - whoever bids highest, becomes ranked one - this character cannot be surpassed by the others in the given field, only approached. The auction per se comes with step-by-step guidelines, two alternatives/modifications to the system and easily and comprehensibly presented. Essentially, the player's bidding determines the relative power rank and how many points its costs to be up there  -almost, for later buying attributes nets you .0.5 ranks on the ladder - you're almost, but not as god as the one that has the full rank. It should be noted that only characters who do not bid for an attribute can diminish it to paltry mortal levels, thus gaining more points budget. And you'll want those points, for powers, among which easy egress to the great stair, can be found, also cost points - a LOT points. Mastery of the power of eidolon or umbra e.g. costs a whopping 50 points. Now I mentioned bad karma - it's essentially what is called "Stuff" - having bad stuff means that the universe treats you rather badly: Rain, unpleasant reactions etc., while good stuff means the opposite. It should be noted that the book does something smart in offering players points for e.g. selecting background music, making quote lists, campaign diaries, quest logs etc. - which is awesome and a practice I'm using in a modular version in campaigns throughout the systems I play.

Of course, a Gamemaster also has some say regarding e.g. parents, allies, mentors and items - character creation is essentially a dialog here - which is great for storytelling and assures a more fulfilled playing experience for everyone. The 4 attributes (psyche, strength, endurance and warfare) are well explained and the powers also have a lot of material herein - from essentially having a list of magic (including words of power to utter when invoking the spells) to the privileges that powers grant, each has a lot of different options available - with the exclusion of hard numbers/dice, the sky is the limit for more than a few of these, including a very wide array of different modifications of creatures and artifacts, allowing you to essentially design beings and items to your heart's content - again, costing those precious points, though... And the interesting thing here is, that secret bidding and precise capabilities are not known to the other players - after all, much like in Amber etc., intrigues and yes, potentially even fighting among the player characters is a distinct possibility... - which also makes character advancement interesting - upgrading to the next rank on the attribute ladder is done by the GM (since you don't know the final results of the auction after the secret ranks have been added...) and may mean you incur bad stuff -  rather interesting.

Of course, combat is rather different from most other settings due to a) the PCs being essentially demi-god-level paragons and b) there not being any dice around. Hence, GMs get a lot of advice and examples on how to handled combat, PC death and similar situations  -and on how running a diceless game changes the overall tone of a roleplaying session. And yes, these are things to consider and make players aware of - with immature players, every situation could turn into an argument and much like in character generation, all is dialog here and hence, Gamemasters in particular should take a very close look at all those examples and take them to heart as well as explain to the players how different the experience will turn out to be.

Now, of course, we also get the setting-information - R'lyeh, Valhalla, Hell - everything you can conceive exists on the Great Stair and the Gossamer Lords & Ladies and their war with the Dwimmerlaik as well as the opposing principles of eidolon and umbra already make for a compelling and rich tapestry of options before the sample lords & ladies of gossamer and the both named and generic dwimmerlaik are presented - the latter of which get access to a deadly tool called channeling, which does btw. an awesome job at keeping them a viable and deadly versatile threat to even the powerful demigods the player characters are. Add to that undead, minotaurs and similar mythic beings, shapechangers etc. and we have a nice arsenal of adversaries ready.

The book also contains a short introductory module, adventure seeds, a list of inspirations, a reference-appendix, a note of thanks by the author, an index and a total of 3 sheets, one of which allows a player to design his/her own domain. (Yes, I forgot to mention that one - you can, of course, have your own home-base/world/plane...) Oh, and the pdf comes with form-fillable char-sheets.

Conclusion:

Editing and formatting are top-notch, I noticed scarcely any minor glitches. Layout adheres to a beautiful 2-column full-color standard with purplish/violet, unobtrusive borders. The pdf comes fully bookmarked for your convenience. Beyond the books initial patronage model, Rite Publishing ran a kickstarter for more art - and oh boy, does it show - this is one of the most beautiful books I've ever seen a 3pp produce - the artworks are classy, awe-inspiring and make you want to craft the depicted characters immediately, evoking a wide plethora of associations and at the same time carrying a very distinct flair and unifying artistic vision. Glorious!

When I was a child, I played diceless with my friends - though not the system. We'd run around outside in the garden, venture into the forests, and our characters would have special powers, which we determined beforehand - thus, by climbing on top of trees, lying down on mossy earth, scavenging raspberries and evading noisy squirrels, we walked through a land crafted by our own imagination, a world layered atop our own, where wonder and endless potential loomed, where our fantasy was the only limit. Video-games proved to be fun inspirations for us, but nothing ever came even close to our holistic fantasy of universal wonder, the countless tales we had woven.

Then life happened - one can, alas, not remain blissfully ignorant and this world's gossamer weave clings closer and closer, until the doors of one's fantasy start slamming shut, becoming mere windows that still can provide a glimpse of the exceptional, but that's it. And sooner or later, we have to concede that "The kids aren't all right", as harsh realities come crashing down.
Roleplaying, to me, recaptures a tiny fragment of this spark of immediacy once lost, a means of weaving a yarn greater than the sums and ambitions of its parts. The catch is - ultimately, more often than not, the rules get in the way. "You can't do that." And while I love the thrill of the rolling dice, at times, I long for a storytelling where one jumped across a bed of flowers, imagining carnivorous plants or seething magma, one essentially all but unhampered by restrictions or balance-concerns - and this is as close as you can probably get to it. Jason Durall has created a setting that is similar enough to Amber's tradition to keep fans happy, while at the same time, at least in my opinion, expanding the possibilities - this setting transcends fantasy and sci-fi, horror even, as genres and allows you to tell YOUR story - with no limitations to your imaginations but those you and your players compromise to adhere to. This book does so much in inciting the imagination, it's almost unbelievable - this is collective storytelling, codified by a solid, easy to grasp ruleset that keeps balance sans impeding any sort of creativity. I am extremely positive that just about any DM (and even player) can benefit from reading this book, even if one does not intend to run a campaign - why?

Because this book makes it possible for you to experience once again the wonder, when you fought Godzilla with Excalibur, when your cyborg-buddy cast the spell to seal the devil in your lamp, when the power rangers duked it out with the Ninja Turtles and you were caught in between.
Oh, and one thing - this system does not require you to be at a table - provided everyone knows the rules, you could quite frankly play this system with tucked in char-sheets while hiking, camping and doing similar activities, perhaps adding a slight LARPish tint to it for additional fun ("All right, if you manage to jump across this little tree stump, then your character can do XYZ") - be responsible, though! I know that's how I will probably use this game.

If you haven't noticed by now - I love this system. Will I make it my dominant one? No, I love rolling the bones too much and a bit of roll-playing, frequent character deaths etc. are exciting to me and my players. But once in a while, a very pure ROLEplaying experience, one that omits the "roll", is glorious and quite probably might change how you think about our hobby, storytelling etc. Oh, and if you're like me, this book will open doors towards realms of inspiring, unbridled creativity you deemed once lost - recapturing some components of that magic, where everything, for a moment at least, is possible. My final verdict will clock in at 5 stars +seal of approval.

You can get this cool system/setting here on OBS (also in print!) and here on d20pfsrd.com's shop.

Endzeitgeist out.


10.31.2013

EZG reviews Ultimate Battle




 

After the superb "Ultimate Rulership", this would be the second one of Legendary Games‘ offerings to expand the rules of „Ultimate Campaign“. Page-count-wise, this pdf is 38 pages long, 1 page front cover, 2 pages of editorial, 1 page SRD, 1 page ToC, 1 page introduction, 3 pages of advertisement, 1 page back cover, leaving us with 28 pages of content, so let’s take a look, shall we?

So, what do we get here? Essentially, an expansion of the mass combat rules used in Ultimate Campaign. We begin with a short summary of four zones: Camp zone, which is the “base” of the army, command zone, from where the battle is dictated, melee zone and ranged zone – said zones are abstract and not geographically distinct entities. Now first, we get a fixing of strategy – 5 types of strategy may be changed in lesser degrees without morale checks, in greater degrees with a morale check penalized by a number equal to the steps a strategy is changed. Each strategy has positive and negative influence on OM and DV (Offense Modifiers and Defensive Value) and also includes a casualty-modifier that applies to damage dealt to you and your enemies – best of all, this system fixes the doubling effect in the default standard rules for a more concise and strategic flux of battle. Two thumbs up!

Now the battle is grouped in phases – a tactical phase in which commanders issue strategy and special tactics followed by the ranged phase, the melee phase and finally, the rout phase, where morale may see units routed and broken. In the tactical phase, commanders compare their Profession (Soldier)-skill-checks: The winner reveals his strategy after the loser, allowing the commander to better adjust on the fly to an opponent’s gambits. Furthermore, by exceeding an enemy commander’s check by 5 or more, the commander can force the hostile army to reveal one of the tactics available to the army. In the ranged phase, armies may attack (via ranged weapons), advance or hold their position. Rather awesome – concise, easy to use information is given on how to handle difficult terrain like trenches, cities etc., with the DV of the structures determining the challenge. We also, thankfully, get rules for friendly fire with ranged weapons – nice catch here!

The rules for the melee phase have been changed as well – unlike in the standard rules, melee is not a constant whacking, but instead sees both armies checking for routs after attacking each, with the next round approaching. THANK YOU. The default made no sense and resulted in bland exchanging of whack-a-mole-rolls until one army falls – I much prefer this solution! Now on to the rout phase: At the end of a melee phase, the bashing is not repeated: Instead, armies check for morale – those that fail have their morale score reduced. Upon reaching zero morale, a loyalty-check may reset the score to 1, but sees the army fleeing, whereas a failed loyalty check sees the army disband – and yes, said loyalty-checks come with heavy cumulative penalties. Now being routed is bad – as any Warhammer-player knows, and while in these rules, the fleeing army has a chance to regroup to the camp zone, said escape is anything but guaranteed. Sounding a general retreat is also possible, but also carries a morale penalty with it – still, fighting another day is preferable to annihilation… Also neat: Mercenary armies and their lack of penalties for the kingdom upon being routed also get a sort mentioning. This chapter fixes just about all of the rough edges the system in Ultimate Campaign had in favor of a more dynamic and versatile combat – AWESOME!

Now, as you probably know, historic armies almost never fought until total annihilation – hence, we are introduced to the army conditions: Bloodied, Defeated, Destroyed and Disbanded. Bloodied armies can only be “cured” by reforming it and the condition is applied every time an army drops below half its hit points, reducing the ACR by 1 for all intents and purposes – and yes, this penalty is cumulative. Defeated armies have 10% dead, 1d4x10% severely wounded members and can be taken prisoner – these armies had their hp reduced to 0. Destroyed armies result from defeated armies – upon being attacked by the enemy (at -2 to their DV, ouch!) and if the enemy is at least half its size, the battered, defeated army is destroyed for all intents and purposes – 1d6x10% dead, 1d4x10% severely wounded and the rest deserted. To add insult to injury, the kingdom incurs a penalty of 1 to fame and the city from which it was recruited may demand a monument for the fallen. Now disbanded armies (failed morale and loyalty checks) have a devastating effect on morale of allied armies and also result in population-loss for the kingdom – 50% leave for safer, greener pastures. The kingdom also loses stability, fame and loyalty and the recruitment city incurs a penalty of -2 to law. OUCH!

Now fatigue in battle is covered as well as the topic of healing after battle- all tied neatly together with available buildings (herbalists and alchemists help just as cathedrals etc. do – neat!) and disease as one of the great agents of the reaper also becomes a factor: The factor of plagues is detailed as well herein and results in even more death – and strategy, of course! Holding that hospital suddenly seems like a very worthwhile endeavor! Have I mentioned the concise and cool rules for Parley (and breaking the temporary truce?) – nice indeed!

Now we also get tactics – quite a few of them, actually: Want to execute a cavalry sweep, for example? It allows you to have your army attack two hostile armies in one battle phase, but at OM – 4 and DV -2 and only half the damage – still, at times surely an option that proves to be useful. Covering Fire, an onslaught that is particularly reckless (and casualty-prone/bad for DV, but also superb for offense), pursuing foes, initiating pincer-maneuvers, creating "Landsknechtshaufen", i.e. pike hedgehogs, strafing skirmishers – the tactics available should more than positively influence engagements, allowing for a much more varied and cool combat between individual armies and also offer cool additional incentives to keep well-trained veteran units around.

Now sooner or later the die has been literally cast and the battle won or lost – so in the aftermath of victory, further options abound: From the historically accurate paying of ransom money to the execution of enemy leaders, the attrition of manpower and the option to pillage and plunder the countryside, intern soldiers or recruit forced labor – a lot of different options allow an army to follow distinct lines in their conduct with others, potentially shaping the reputation of the kingdom they adhere to. And yes, for the more morally, let’s say…flexible commanders, committing massacres is also a distinct possibility, though one that should be well contemplated.

Now another issue of mass combat as displayed in the standard-rules would be that it breaks apart as soon as an army e.g. consists of few, but powerful adversaries – be they dragons or stone giants. Thankfully, the pdf actually offers an incredibly easy and yet concise, sensible solution to the issue by allowing for even armies of one and similar small-sized armies – complete with equipment, camouflage and ACR-modification. This is not only brilliant; it is all but REQUIRED. Thank you so very much!

The effect of a general of other great leaders present on the field of battle and a kingdom’s overall disposition also now feature in the complex equation of mass-combat, with the superb rules from Ultimate Rulership thankfully also being addressed – this is synergy of the type I love and expect. How is the influence of great commanders displayed? Via the leadership bonus, which depends on the skill ranks in Profession (soldier) and e.g. the leadership score, but less so on magical improvements – headbands of intellect and similar ways of metagaming the skill up only are half as effective.

Now the easiest way to expand these rules may be the addition of new boons since they are based on the capabilities of characters and soldiers – and hence we also get an array of boons. And oh boy, are they oozing flavor – Take "Death before Dishonor" or the offense specialists that benefit from an "Implacable Advance", AoE/channel negative energy adding the option for magical barrages or allowing units to heal themselves: These boons are awesome, even more so since they can be made permanent for a vast array of different tricks, specializations and distinct elite-units.

Now armies don’t grow on trees as you might know and while Ultimate Rulership has delivered vastly superior recruitment rules (both standard and UR are covered here), this book adds another facet: Recruits are not yet soldiers – they cost a kingdom and need to be equipped, trained etc. And yes, equipping chariots, howdahs, mounts, magical armors, siege weaponry, weapons of different quality – all that and so much more becomes possible with these rules – all while remaining sensible with building-requirements, fitting all together like a concise, well-oiled rules-machinery. This is not all, though – reserve armies by building and yes, even a vast array of special abilities, from spawn creation to breath weapons await your command, resulting in even more varied armies that should bring the wonder and distinct differences between forces to the front.

Now whether it’s for a "Chain of Dogs"-like scenario or simply for a situation akin to Sabaton’s "The Price of a Mile" – marching armies and pushing them forwards is no easy task and this supplement also covers rules for marching armies: Camouflage, ambushes, supply trans, living off the land – all covered! The same holds true for difficult terrains, rules for visibility and even weather and high altitudes! The pdf concludes with an index of the pdf’s tables.

Conclusion:
Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to Legendary Games unobtrusive two-column standard and we get beautiful full-color one-page spreads of three artworks by Tim Kings-Lynne and Mike Lowe alongside depictions of various banners and crests. The pdf comes fully bookmarked and in two versions, with the second one being more printer-friendly.

Jason Nelson, as one of the masterminds behind Ultimate Campaign’s rules and head-honcho of Legendary Games dives head-first into a supplement that had me skeptical at best on first sight: The page-count is simply not that impressive. Add to that the fact that the rules in Ultimate Campaign, by virtue of the limited space available and the variety of topics covered fell short of their potential and we have a supplement that had anything but an easy standing with me. I’ve long been into mass combat, coming to pen and paper roleplaying via the route of Warhammer, but so far, neither Adamant Entertainment’s mass combat rules, nor 3.X’s Cry Havoc did it for me and Ultimate Campaign, while better, also fell short of my expectations in that regard.

Until now. This pdf is PLATINUM. Not gold, platinum. It irons out many of the issues of the basic system. It provides superior synergy with both standard rules and Ultimate Rulership. It expands the tactical options exponentially. It covers all the topics, from marches to commanders to special qualities and manages to end the rather trite attrition-rolling of mass combat melee in favor of a much more rewarding and tactical solution. This, ladies and gentlemen, is not only required. Anyone using mass combat without this book should really contemplate to stop now and shell out the bucks. I have almost never in my career as a reviewer witnessed a pdf so densely-packed with crucial coolness - concisely-written, Jason Nelson delivers mass combat as it ought to be: Abstract, but challenging and strategic – with this supplement, true strategic showdowns, complex military operations and desperate gambits all become possible. This pdf allows you to create brilliant battles of wits between enemy commanders and the PCs on a level that was, with the basic system, unthinkable. What we have here is a candidate for my Top Ten of 2013, a required purchase and a book that should be part of any PFRPG-DM’s library if s/he is only remotely interested in either Kingmaker or any other form of mass combat – final verdict? Unsurprising 5 stars + seal of approval, given without even the remotest hesitation. Cry havoc and let slip the dogs of war!

You can get this superb supplement here on OBS and here on d20pfsrd.com's shop!

Endzeitgeist out.