And now for something completely different:
As you may
have noticed, I read *A LOT* of roleplaying products in my function as a
reviewer. The logical conclusion of this vast amount of material is
that my campaign is suffused with unconventional races, classes,
monsters, feats - you name it.
My players see a lot of
weird classes in playtesting and are infinitely patient with my
constantly refreshing pool of options that I throw at them. One of the
issues I have with many playtesting practices is that they happen in a
vacuum - that way you can check math, sure. But actually *playing* the
classes is where the glitches show or where a one-dimensional focus
becomes apparent. A class that can't do anything worthwhile in
non-combat becomes significantly less enticing. Hence, they have to put
up with a lot of playtesting scenarios.
It is no surprise then,
that a *LOT* of great 3pp classes have and continue to enrich my
player's gaming experience. From Rogue Genius Games Talented classes, to
Dreamscarred Press' Psionics, Kobold Press's New Path-classes or
Radiance House's Pact Magic and infinitely more - there are many cool
options to which my players have been exposed. Then, one fine day, one
guy called Bradley Crouch started making truly "advanced" classes -
highly customizable and a tad bit weird, with their own, strange systems
and unique tricks.
Little did I know that playtesting was
about to get more complex for me and my group. Take the Ethermancer,
perhaps the best warlock-class currently available for any d20-based
system: When we tested that guy, I was stunned to see the class actually
work exceedingly well, in spite of its constantly refreshing mana-style
pool. Gone were the "nuke and cover"- evocation overkills and in game,
it proved to be exceedingly fun. So fun that one of my players went for
the class for the campaign.
Over the course of the following weeks of gaming, he enjoyed the class enough to write an optimization guide for the beast.
That
has never happened before. The level of commitment was interesting and
so, I took a look at the system, started tinkering and experimenting
with ideas. If you'd like to have Daniel's optimization guide for the pre-KS ethermancer, just drop me a line via endzeitgeist.com's contact tab and I'll send you the pdf.
Cut to some weeks later and a lot of exchanged e-mails
about ideas on how to file off some rough patches, making some options
more viable etc. - and suddenly, Bradley asked me whether I'd be game
for a kickstarter that expands the options of three cool classes and
their unique systems that have been enriching my game. I said
immediately "yes."
In case you're wondering whether this
book will be worth it, here are the reviews of all the constituent magic
systems, all of which are greatly enhanced with new material galore:
Truename Magic
Ether Magic (& its first expansion)
Composition Magic (& its first expansion)
Now 2 of these guys are Candidates for my Top Ten of 2014. Yes, that good. Even before expansions and further streamlining.
The
resulting book is live, progress on each class is fast and thorough and
this book will be glorious!
So if you will, drop in and take a look -
and if you're looking for balanced, cool alternate systems, a Tome of
Magic that actually works - well, here you go!
Click here to go to the Strange Magic Kickstarter Page.
Next
week, I'll talk about some of the cool things I've got up my sleeve for
this project and explain the design intent behind one of the classes,
the etherslinger!
See you then!
Endzeitgeist out.
8.29.2014
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