This
massive rules-book clocks in at 238 pages, 1 page front cover, 1 page inside of
front cover, 1 page editorial, 2 pages of ToC, 1 page forewords, 1 page blank,1
page SRD, 1 page back cover, leaving us with 229 pages of content, so let’s
take a look!
This review
was requested by my patreons.
All right,
we begin this massive beast of a tome with a brief piece of introductory prose
to get you into the proper mindset, before explaining the basics of the system:
Each character gets a series of talents, called combat talents. The number of
these is defined by the class, though a feat exists that nets you an additional
one. A combat talent may also be spent to gain access to a combat sphere,
gaining that sphere’s base abilities and providing access to the sphere-specific
talents. If a character would gain a sphere they already possess, you instead
choose a talent. Saving throws, if any, are based on DC 10 + ½ BAB of the
attacker + the relevant key ability modifier, here called “practitioner
modifier.” If a character uses a talent, but has no class feature that defines
a practitioner modifier, you default to Wisdom. Multiclass characters may use
the higher of the two modifiers of their practitioner modifiers – this is
important, since it retains multiclassing viability sans requiring a feat tax.
Combat training nets you bonus talents that usually, but certainly not always,
mirror the BAB-progression: Full BAB is equal to “Expert”, ¾ BAB-progression to
“Adept” and ½ BAB-progression is equal to “Proficient.” This codifies
talent-advancement in a way that is independent from the classes and easy to
reference, while also providing an elegant balancing tool. Furthermore,
characters may choose to exchange feat-progressions they’d gain to instead
purchase Proficient or Adept combat talent progression – this, fyi, maintains
compatibility with Spheres of Power.
And that’s
already the basis of the system! Nope, I am not kidding! It’s that simple and
elegant. That being said, there is more
associated terminology that we need to define, some of which you’ll know from
standard Pathfinder. It is a testament to the foresight exhibited by the
authors that e.g. the Attack action as such is properly defined – something
that regularly causes confusion on the various messageboards. This step is also
important, since some combat talents and e.g. Vital Strike, both modifying an
Attack action, can be applied to the same attack. This also properly mentions
the interaction, or rather, lack thereof, with e.g. Cleave and similar Standard
action-based attack forms. In short: Attack action =/= standard action. The
definition here also makes clear that we can expect the book to reward flowing
combat, i.e. fights that do not boil down to just trading full attacks and
waiting who keels over first. “Special attack actions” should also be noted –
they behave pretty much like attack actions, but only one per round may be
executed. This is an important balancing caveat.
“Associated
feats” denote feats whose effects can be duplicated by specific talents, which
also means that the talents can act as prerequisite-substitutions for the
associated feats. This is important once we get to the feat-groups that require
a significant array of feats to qualify for and retains transparency in that
regard without invalidating the feats themselves.
Now, the
book does something really clever with action economy to combat the tendency to
constantly just trade blows. The book takes a two-pronged approach here. The
first would be the battered condition, which imposes a -2 penalty to CMD and
also prevents you from executing AoOs. Furthermore, certain talents have
different activation actions or effects versus battered targets. The condition
may be removed simply enough – the Life sphere’s restore does the trick, as
do effects like lesser restoration…and
here, things become interesting: You can get rid of it via taking the total
defense action. This obviously costs you precious actions, but it makes sense –
when we picture being subjected to a battering down, like e.g. in the original
Star Wars trilogy or similar media, it makes sense that you have to collect
yourself. The second approach here would be the introduction of the martial
focus. Any character with a combat talent or a feat granting access, gets the
martial focus after a minute of rest or after taking the total defense action.
HOWEVER, you may never regain the focus more than once per round. You may
expend this focus as part of making a Fort- or Ref-save to have the result
rolled treated as 13, and, analogue to psionics, there is a VAST amount of
options that is based on expenditure of the focus. Once more, we have an action
economy game here, and one that ties into the battered condition: Since you
regain the focus as part of the same condition-removing action, this encourages
you to actually alternate between combat strategies. Additionally, the base
ability use allows you to be more reliably competent versus things that you
should be capable of evading.
This
modification of basic combat strategies are absolutely amazing, but the book
does not stop there, not by a long shot. We also get rules-clarifications for
e.g. double-barreled weapons and e.g. improvised weapon damage by size.
Similarly, unarmed damage now scales independent of class, which is a huge plus
as far as I’m concerned. The number of talents the character has governs the
damage inflicted.
Now, the
book does not just leave you in the dark regarding actual expressions of
martial arts in the game world. You do not have to read and digest the whole
book to start using it: Instead, we begin with a massive chapter of martial
traditions, some of which are gained as part of the proficiencies of a class.
This codifies basically a talent array for you, not unlike e.g. combat styles
of the ranger class. One could also see them as thematic suggestions and the
book provides notes on designing your own martial traditions. This section,
beyond codifying mini-talent-trees, can also be seen as a perfect guideline for
your own tinkering. Want to have a shield master? Check the tradition. Steppe
rider? Suitable talents noted. I love this.
Now, the
book contains no less than 8 new classes. If I analyze these in the level of
depth that I usually go for, then this review will become a bloated
30-plus-pages monstrosity, so I’ll be a bit briefer than usual. The first class
would be the Armiger, who gets d10 HD, 4 + Int skills, full BAB-progression,
good Fort- and Ref-saves, proficient talent progression and may choose a mental
attribute as practitioner modifier. This would also be a good time to note that
classes here grant e.g. a martial tradition when taken at 1st level
– this provides access, obviously, but also prevents multiclass-cheesing. The
armiger is obviously inspired by games like the latest Final Fantasy, centering
around the idea of customized weapons, each of which grants a sphere and talent
– basically, you have combat modes hard-coded into the class, and no, you can’t
cheese that with dual-wielding. Only one customized weapon grants its benefits
at a given time – though TWFing with them, obviously, is still possible. The
class also gains options to cycle through these special weapons, which also
improve. The low general progression regarding talents is offset by the modes,
making this an inspired class. I really, really adore it.
The
blacksmith get d10 HD, 4 + Int skills,full BAB-progression, good Fort- and
Will-saves as well as Expert martial progression, with Constitution as
governing practitioner modifier. The blacksmith is obviously somewhat
equipment-themed and can provide benefits to allies by finetuning their
equipment, basically providing 24-hour buffs. They also are
sunder/anti-construct specialists, gaining scaling bonus damage and later
learning to damage natural armor/weapons. The class also has some serious
crafting prowess going on and the class receives an array of smithing insights
that can provide e.g. Gunsmithing, damage objects to hurt their wielders, etc.
He can also learn to reforge items, which is pretty cool.
The
commander gets d8 HD, 6 + Int skills per level, ¾ BAB-progression, good Fort-
and Will-saves and Adept martial progression, with Int or Cha as governing
practitioner modifiers. Now, there are a couple of really good, commander-style
classes out there. As far as favorites are concerned, Amora Game’s battle lord
from Liber Influxus Communis, and, obviously, Dreamscarred Press’ Tactician
come to mind. Where the former is a leader from the front, the latter is a
coordinator defined by a psionic network and psionics. The commander is, chassis-wise,
closer to the latter. The commander actually has next to no overlap with both:
While tangible and potent benefits for allies are the bread and butter of these
fellows, we also have terrain-specific tricks and logistics specialties – these
provide really uncommon and intriguing benefits that focus on adventuring
beyond combat. This class is fantastic. Love it to bits.
The
conscript gets d10 HD, 4 + Int skills per level, full BAB-progression, good
Fort- and Ref-saves as well as Expert martial progression, governed by one of
the mental attributes. This is basically the “build your own” SoM-class type
class. From dual identity to banner to studied target, it allows you to
customize options galore and also comes with sphere specializations, basically
bloodline/domain-ish linear ability progressions that kick in at 3rd,
8th and 20th level. This is the class for the folks who
want a certain skillset be viable sans requiring a ton of multiclassing
shenanigans.
The scholar
gets ½ BAB-progression, good Ref- and Will-saves, d6 HD, 8 + Int skills per
level and proficient martial progression governed by Intelligence. Beyond being
capable of providing some healing, we get flashbangs, DaVinci-style gliders,
etc. – this is basically the Renaissance ideal of the universal scholar,
embodied as a class. Super helpful, versatile, interesting – and perfectly
capable of working in even no/low-magic games. That is not to say that this
fellow is not viable in your regular fantasy setting though! I really love how
the system allows you to play a really smart, versatile non-magical scholar.
Another huge winner.
The
sentinel gets d12 HD, full BAB-progression, good Fort- and Will-saves, 4 + Int
skills per level, as well as expert martial progression, using Wisdom as governing
practitioner modifier. The class, unsurprisingly, is the tank of the roster,
and is an actually viable defensive base class. It is pretty technical in
comparison, but comes out rather nicely. I am not a fan of the decision to be
able to use Wisdom bonus instead of Dexterity to govern the one, at least pro
forma, bad save of the class, but the capping of class level here prevents low
level characters with universally good saves. Otherwise, the focus on
challenges, ability to lock down targets etc, is nice., and stalwart, one of my
least favorite abilities in all of Pathfinder (evasion for Fort AND Will) is
relegated to 9th level. So yeah, I enjoy the class more than I
figured I would!
The striker
gets d10 HD, 4 + Int skills per level, good Fort- and Ref-saves, full
BAB-progression as well as Expert martial progression governed by Constitution.
The class is something of a monk-ish specialist, but that, at least in theory,
sounds less interesting in the system, with monk-ish powers not more broadly
available. Well, instead of just slapping several talents on the class, the
striker takes a different approach: It is, in essence, a mana-bar martial. Let
me explain: The striker has a resource called “tension” that increases upon
taking damage, upon successfully hitting creatures, and upon moving a lot. This
builds and may be expended to generate special effects, with the class gaining
striker arts, which can provide unique effects or expand the ways in which you
can spend the resource. And no, you can’t hoard it out of combat, and it
doesn’t have a dumb per-combat mechanic. The playing experience here is really
interesting and fun – but from all the classes, this is one that has the most
expansion potential. Basically, you have a cool resource-management game in addition
to the spheres-engine, making this a surprisingly strategic class to play.
Finally,
there would be the technician, who receives d8 HD, 6 + Int mod skills per day,
good Ref- and Will-saves, 3/4 BAB-progression as well as adept martial
progression governed by Intelligence. This class takes up no less than 18
pages, and it is a BEAST. This is, in essence, the practical inventor to the
scholar’s more theoretic approach; the sapper, the golemsmith, the pulp fantasy
exploring inventor. It is the most complex class herein and the one that
requires the most amount of system mastery, but it rewards you for allowing for
an impressive amount of different concepts being realized even before you begin
diving into the depths of the spheres system.
Now, the
book also contains a ton of archetypes for your perusal: Alchemist,
antipaladin, brawler, cavalier, fighter, gunslinger, hunter, investigator,
magus, monk, paladin, ranger, ninja, rogue, samurai, slayer, swashbuckler,
thaumaturge and even the vigilante get their due here, and that is before we
take a look at the archetypes for the new classes, some of which made me smile
from ear to ear. Battlefield armigers, for example, modify their chassis to
instead make an improbable weapon, like an axe-bladed crossbow or the like. The
iron chef blacksmith is a neat take on the battle cook, while the techsmith
provides the means to poach in the technician’s playground, while doctor or
slime savant scholars make for meaningful tweaks of the base engine of the
class. Some of these tie in with the spheres system to a rather impressive
degree, with e.g. the adamant guardian changing the focus of the sentinel from
challenges to patrols, while another interacts with the berserker sphere. There
also would be basically a true neutral paladin-ish variant here. Striker can
opt for blackpowder or mutation specialties, and expert shadowed fists, scouts
and grappling specialists are covered here as well. Technicians may elect for
the mad scientist archetype (yes, you can make shrink rays…), and a suit pilot
and basically a mythbuster can also be found here.
The whole
classes/archetypes-chapter has been a huge surprise for me. You see, as much as
I like Spheres of Power, I’m not the biggest fan of its classes. To me, they
always felt like vessels to conduct the sphere-engine, not like truly distinct
concepts that would make me go for them on virtue of their own engines. This
book does not suffer from this limitation. I absolutely would love to play, in
slightly varying degrees, all the classes introduced within this book. There
are a TON of amazing concepts here and the engines presented for the classes
are actually compelling and interesting BEFORE you start adding the
sphere-engine! Furthermore, the classes herein allow you to do unique things
that set them apart before diving into sphere-selection. That is a huge plus as
far as I’m concerned. Add to that the fact that the classes actually manage to
present compelling engines that reward versatile playstyles even before the
main meat of the system is in place, and we have what must be called a
resounding success.
Now,
approximately 60 pages are devoted to the respective spheres. I cannot go into
in-depth analysis regarding all of them here, but to give you an idea of the
different spheres: Alchemy, athletics barrage, barroom, beastmastery,
berserker, boxing, brute, dual wielding, duelist, equipment, fencing,
gladiator, guardian, lancer, open hand,
scoundrel, scout, shield, sniper, trap, warleader and wrestling would be the
spheres. Alchemy nets you options to
improve classic items, fused grenades, condition-healing, stimpacks, etc.
Athletics sports concise rules for climbing around on big foes, wall run, etc.
Barroom covers your improvised weaponry and drunken master tricks. Berserker,
much like in the Fate/Stay-series, is about staying power and destroying stuff.
Boxing features a nice counter-mechanic. Brute nets you Hulk-like stomps,
topple foes, etc. and gets manhandle options to add further debuffs. The
duelist sphere has a well-designed bind weapon-mechanic and can generate nasty
bleeding. The equipment sphere sports the item-specific tricks. Now, I am not
the biggest fan of the Fencing sphere’s Parry and Riposte, as it is based on an
opposed attack roll, but its use of martial focus prevents the mechanic from
bogging down gameplay.
Gladiators
are specialists of boasting and demoralizing targets, the former allowing for
actually tangible benefits. Guardian has two packages – challenge and patrol,
the former of allows you to kite, while the latter lets you set up a defensive
perimeter of sorts. I really enjoy this sphere. Lancer also is really cool,
providing concise mechanics for the impalement of targets, making
spear-wielders etc. more interesting and viable. Open palm and scoundrel are pretty
self-explanatory, while the scout sphere focuses on keen perception, taking
abilities usually relegated to rangers and characters that fit the ranged
specialist or detective trope and makes them more universally viable. The
shield sphere allows you to spend AoOs to increase AC and makes the often
maligned item class more viable. Huge plus there. The Sniper sphere is
something I have NEVER seen before for Pathfinder: It is a BALANCED, yet potent
option for the sharpshooter concept. Thanks to essentially bonus damage for
single shots, trick shots and the like, it is actually very well made. It even
has a viable, powerful, yet balanced variant on the headshot-concept. The trap
and wrestling spheres and warleader spheres do what you’d expect them to. It
should also be noted that some sphere nets you 5 ranks in an associated skill,
with progressive levels providing further boosts at higher levels. Snipers can
shoot into melee sans penalty, etc. – you get the idea. The chapter, as a
whole, is inspired. I do not envy the designers that will work on e.g.
expansions to impaling options, for example, as the engine is VERY concise and
could break if handled without due care, but as a whole, this chapter must be,
once more, considered to be a resounding success of epic proportions.
Now, this
would be as well a place as any to comment a bit on the design paradigms
employed and what they mean for you: Spheres of Might did not attempt to offset
caster/martial disparity. This feat is only possible by making martials
ridiculously powerful and allowing them to basically behave like casters. And
if you do want full-blown responses for every eventuality, why not play a
caster in the first place? I believe, firmly, that playing a caster and a
martial character can and should be somewhat different playing experience. The
central issue with martials lies in a plethora of design decisions of the core
game. Low skills per level meant less out-of-combat usefulness, which hampers
roleplaying. Spheres of Might addresses that and fixes it. More importantly,
though, the system’s focus on iterative attacks makes single target damage seem
like the end-all raison d’être for martials. There’s a reason so many threads
focus on improving AC, damage output, accuracy, and the like. The issue at the
root of a lot of player-frustration with regular martial characters does imho
not lie in their potency, but rather in the playing experience itself. It
simply isn’t that interesting to walk up to a foe, roll X standard attack rolls
for as much damage as possible, rinse and repeat. GMs will need, in such cases,
to focus on mobility of foes or start a numbers-race that isn’t fun for anyone.
And yes, you can accumulate a variety of different options for martial
characters, but it takes time, feat-investment, etc. In short, you’ll still be
doing your specialized routine. Very well, granted, but the experience can
still be somewhat stale. This issue can be further exacerbated by certain
classes having what conceivably should be general notions, hardbaked into the
chassis, making some martial classes always exceed others in their available
options for certain ability-trees.
Spheres of
Might changes that. In other terms, the central design paradigm employed here
is one that focuses, with tremendous success, on breadth rather than depth.
Instead of adding a fireball’s worth
of bonus damage to your attack to make up for the “lost” full attack, the
system focuses on giving you MORE options to choose from. Yes, damage-enhancers
are a choice, but they are not your only recourse to contribute to a combat
situation in a meaningful manner. You can buff. You can debuff. And the very
core of the system already rewards variance, doing different things each round.
Do you expend your focus and execute talent xyz? Or do you get rid of that
battered condition first? Do you focus on damage, generate a set-up, debuff a
foe? The system makes different attacks MATTER. They are no longer just
vehicles to transport more or less static damage values. Playing a martial
character suddenly involves strategy. Choices beyond making a certain build.
This has a rather remarkable effect: Suddenly, low-magic games, ones with a
more pulp-like aesthetic, perhaps even ones sans magic whatsoever, feel more
interesting for the players. As an added benefit, this takes one of the
toughest challenges a Pathfinder-GM faces off the shoulders of the GM. You are
no longer solely in charge of making the battlefield dynamic, of making combats
require more than “I hit as fast and hard as I can.”
This
changes the playing experience all on its own and supports a rather impressive
array of playstyles that are simply less rewarding without this system.
But what if
you actually *do* want high fantasy, potentially perhaps more significant boons
that those assumed by your average Pathfinder adventure? Well, that’s where the
book thankfully takes a cue from Spheres of Power: The high-powered, truly
potent and more fantastic options are found in their own chapter, codified as
legendary talents, organized by sphere. Here, you can, for example, find double
jumps à la Devil may Cry, leaving speedster-style afterimages, the rules to make a philosopher’s stone via
alchemy, execute Final Fantasy-style dragoon leaps, infinite ammo, generate a
staircase of arrows/bolts, fire-breathe alcohol, instantly call animal allies
to your side, rip open space and time, generate cyclone cut dual-wield effects,
etc., generate vacuum with your strikes – you get the idea. Basically, this
chapter includes the more over-the-top, fantastic options. The decision to
distinctly set these apart if one of my favorite components in Spheres of
Power, and I am glad it was retained here. So yes, you can have your cake and
eat it, too. We also get a couple of new feats (and ones referenced, meaning
you won’t have to skip books – kudos!) as well as an assortment of new traits
and a ton of favored class options. These deserve special mention, for they
seem to follow the design paradigm that class/race combos that are slightly
less optimal should gain slightly better FCOs. I like that. The book also
contains new drawbacks and sphere-specific drawbacks, which can further help
customizing martial traditions and differentiate between schools. The equipment
section includes some stuff that made my southern German heart swell – I know I
need a battle stein! And yes, 10-foot-pole as codified as weapons. Never leave
home without it! A few weapon mods and magic components can also be found here.
Now, the
book does not leave the GM sitting alone in front of the book. Advice on
running cinematic combat, martial monster tactics and talents and traditions –
all concisely explained. The book also contains a massive bestiary (CR 1 – 21)
of sample monsters modified to use the system and furthermore features an
NPC-codex.
Oh, and
that’s not all. The final chapter provides a surprisingly tight conversion
appendix for Starfinder, which is a definite plus. At the same time, applying
the concise conversion notes will take time. Furthermore, while Starfinder is
similar to Pathfinder, it is still its own beast, and frankly, I found myself
wishing we’d get a full-blown version of the book dedicated exclusively to
Starfinder. The conversion guidelines are better than I anticipated, but
ultimately, they represent a graft for a system for which this wasn’t
necessarily intended.
Conclusion:
Editing and
formatting, while not perfect, are pretty damn close. The proof-readers did a
very good job here, particularly considering the massive crunch-density of this
ginormous tome. Layout adheres to a solid two-column full-color standard and
the interior artwork is significantly better than in any other Drop Dead
Studios book I’ve read so far. The pdf version comes fully bookmarked for your
convenience. I do not (YET!) own the print version, so I can’t comment on its
merits or lack thereof.
The team of
primary authors Adam Meyers, Andrew Stoeckle, Michael Sayre and N. Jolly, with
contributions by Amber Underwood and Siobhan Bjorknas, have provided an
impressive…
…ah, who am
I kidding?? This is a frickin’ masterpiece, pure and simple! Yes, I am not a
fan of every single design decision herein, but I adore A LOT about this book.
As in 99.999% of it.
As in: O M
G, this is amazing. Spheres of Might is a jack-of-all-trades in that it allows
for a wide array of different character concepts, but more than that, it
actually enhances the experience of playing non-casters by making them
significantly more rewarding. The classes are more inspiring than the vast
majority of stand-alone classes you can purchase. The very engine this
champions enhance the game all on its own, and the design of these martial
spheres deserves lavish praise. More than even spellcasting, this completely
tweaks, redefines and imho improves a central aspect of the game we all know
and love.
Spheres of
Might is one of the most inspired, well-crafted books of crunch I have ever
read. It is not only well-made, it truly inspired whole settings, while
campaign-ideas. Every single aspect of this book, every chapter, sports some
truly remarkable ideas and gems. This surpasses Spheres of Power, a book I
absolutely love.
The final
verdict, hence, should not surprise anyone: This is 5 stars, gets my seal of
approval, and is a hot contender for the number one spot of my Top Ten of 2017.
Furthermore, this tome represents such an impressive improvement regarding
versatility and playing experience quality, that it receives my EZG
Essentials-tag – this book should be on the shelf of any self-respecting
pathfinder GM.
You can get this milestone, this masterpiece, here on OBS!
You can support Drop Dead Studios making more Spheres-content (for now, Spheres of Power, though!) here on patreon!
Endzeitgeist
out.
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