Showing posts with label 1 star. Show all posts
Showing posts with label 1 star. Show all posts

Saturday, April 4, 2009

Dark Assassin (Dark Emerald)


When I read the class abilities, I thought: Damn, this assassin is going to have to do a lot of [W] damage or ongoing damage (or something else) to keep up with the rogue. Basically, it's damage-based class ability is just a weak form of Sneak Attack. But, this doesn't happen, and overall, the Dark Assassin just comes off as a significantly weaker rogue with really bad powers. Except a few of course, because level 1 dailies that render the target helpless (save ends) is just broken of course. Is there any melee based character who wouldn't multi-class into DA and pick that? Anyway, the class is a series of bad design choices, from random ongoing damage to attacks based on strength, dexterity, wisdom, charisma and intelligence (can you spell M.A.D.?), passing by utilities that are really attack powers and ending with secondary attacks that are based on other stats the the primary attack and/or damage keyed to a stat different from the one that governs the attack.I know it's hard to write balanced and fun 4e classes, trust me, I know - I am writing one myself, which will (hopefully) soon be published, but this doesn't seem like the Dark Assassin has been thought through at all. Also, the editing is sloppy, with 2 of the 4 at-wills being the same. Do yourself a favor and play a rogue instead of spending your hard-earned money on the Dark Assassin.
Rating:*

Book of Vicious Damnation 2 (Inspired Device)


Yeah. No thank you. I left alignment based spells back in 3.x, I do not what that back in my 4e. As for the rest of the powers, because, that is basically what we get, I do not see much that impresses me. I see missing keywords, clunky at-wills, encounter powers that requires healing surges to be spent (thus leading to the 15 min. adventuring day), encounter powers that give bonuses for the rest of the encounter, a power that can make a weapon daze on every hit for the rest of the encounter, etc, etc. Considering that the PDF is a god and 15 new powers, those 15 powers could have been balanced a lot better. Also, why are they CHA-based, if for a cleric? Seriously, the cleric is already screwed enough, with only ½ the powers to choose from, unless he wants to suffer from MAD.
Rating:*

Sunday, January 4, 2009

Old Rock Tower (Unicorn Rampant Publishing)


If you have read my other reviews, you will know that I was not a big fan of UPR’s first foray into 4e. But I figured they had had 6 months more to learn and understand the system, so I decided anyway to check out their new adventure. I cannot emphasize enough what a stupid decision that was. Once again I feel ripped off. Old Rock Tower is a very straight forward adventure, where the heroes head to an ancient wizard tower, now overrun by undead and other assorted monsters. Oh, and dire chickens… Wait. What? Yep, I said dire chickens. The Adventure is full of editing errors and poor (yeah, I know, who am I to talk) English. Monsters are only listed by their page number in the MM, and even that is often forgotten. This is a GSL thing I guess (and thus not URP’s fault), but insanely annoying. The maps are at best described as a strain on the eyes to look at. Out of the few monsters created for the adventure, they manage to screw up the most important one. Also, in the final battle room, there is this gem: “The altar is enchanted with an unhallow spell, with a bane effect for any who do not worship evil powers (DC 14 Will save or -1 to attack rolls and -1 to fear saves for 5 minutes)”. Needless to say, stuff like that doesn’t improve help the general impression, which is a extremely straightforward adventure with boring combats and encounters, boring traps, no skill challenges and no role-playing opportunities.
Rating:*

Thursday, December 4, 2008

Pact of the Angelic Choirs (Adamant Entertainment)


I was very much (okay moderately) looking forward to this one. I have a thing for angels, and if done right, it would definitely be something that would be incorporated very quickly into my campaign. But alas, it wasn’t. There are some decent ideas in the fluff, but the crunch is just horrible. Some of the issues are small, things that annoy more than anything, but when you couple that with a good deal of powers that look horribly broken, it’s kind of hard to ignore. Small stuff includes the at-will dealing radiant damage, despite being described constantly as a fire attack. The constant use of willpower instead of will. Then again, that’s probably because it’s not released under the GSL. Also, Truename. Good idea, poor implementation. I mean, why give penalties to monsters’ defenses (and thus give the DM more work) when you can give the player unnamed bonuses that stack with everything else. Anyway, as I said, mostly small stuff, so let’s move to the bigger issues. How about a level 2 utility that gives 1+int mod to AC, all defenses and resistance 1+int mod vs. fire, acid, radiant and lightning. For 5 minutes… Or how about a level 6 utility that as a minor action gives 1+cha (main stat) modifier to a roll. But it can be any roll used within the next 5 minutes. Or how about a level 10 utility (immediate reaction) that when used gives you temp hit points and an action point. Or how about an immediate interrupt that “rewinds the clock” to before the event, and lets you cut in with a minor, move and standard action. Seriously? A level 5 close burst for 3d10+modifiers+ knock prone? Or a level 29 burst 5 that can do 10d10 (of no less than 3 different types of energy) + knocks prone? Sure, you might have to hit yourself, but still? Too much work in this one, in my opinion.
Rating:*

Tuesday, November 4, 2008

The Quintessential Wizard (Mongoose)


QW is essential a book of crunch. While it does have some decent fluff here and there, I am evaluating it based on the crunch. All I can say is that not much have changed. The Q-series had a reputation of being unbalanced, and even though it is a completely new group of designers, not much has changed. This book has more broken feats than all other 4e books put together. Several of the PP's are also really, really good (trying to avoid using the word broken again). The powers vary more, but seriously, sleep as an encounter power at level 5? Sigh. Oh and what the hell is the "held" condition (I understand what it is, but I shouldn't have to make even educated guesses)? Arguably there is stuff you could find useful in the book, but considering the size and the number of broken stuff, I cannot recommend it in any way shape or form. I expect more, and so should you!
Rating:*

Sunday, August 3, 2008

Phrenic Shards (Dreamscarred Press)


Much like the Noble multi-class from Alea Publishing, Phrenic Shards uses a wide array of feats in order to simulate a class that does not exist. In this case, it is the psion. While the idea has merit, and there is definitely possibilities (Alea proved that), Phrenic Shards falls short. Way short. This is mostly because they are so many broken feats in there. “As One” gives you +2 to hit and +2 damage with your shard when you use a martial power. Two other feats buy you an aura (50’ radius) that gives you a surge or an AP every time an ally uses an AP or a surge within your aura – seriously?
Rating: *

Anointing the Seer (Unicorn Rampant Publishing)


AtS is an adventure, where the heroes are pursuing an evil family (the mother: the witch, the son: the warlock, the father: the dragon!) that have kidnapped the beautiful priestess and turned many villagers into pigs. They go from the town, to the mother’s hideout, to the son’s hideout, ending in the father’s hideout. It is simple and straight forward. There are some interesting opportunities for roleplaying and skill challenges, so with a little work, it could be a decent adventure. However the editing is atrocious. In fact, I will go as far as say that anyone asking money for a product, should be ashamed delivering one of such quality. Not only is the spelling bad, but it is full of 3.5-isms, and it is quite clear it was written as a 3.5 adventure, and then hastily converted in order to cash in on the October 1st date. Now, $5 isn’t much, but it is the principle. When you ask people to pay for your stuff, certain things are expected.
Rating: *