Showing posts with label One Bad Egg. Show all posts
Showing posts with label One Bad Egg. Show all posts

Thursday, June 4, 2009

Codex Venenorum (One Bad Egg)


To use poison or not to use poison, that is the question. The latest product from OBE breaks down the poison creation process into easily followed steps, giving us a system to create an endless stream of poisons to use on our players (or our DM's monsters for that matter). The system is smooth, and absolutely open for abuse, but they admit as much. It's still a really good system, you just need to "check" and "evaluate" the poison as a whole before you use it. Along with the rules for poisons, we of course also get a long list of nasty new poisons (more than 80, from Arsenic to Blue Deception, new mechanics to end (save ends, short rest ends, extended rest ends - it's even better than it sounds - very cool mechanics there) the effects, new conditions (exhausted and muted), a long list of special qualities to make greater variations in our poisons and a lot of fluffy advice and knowledge about how to describe the very diverse poisons, the different poison families, how to harvest poison from poisonous creatures and the rules for it, exposure, decay and antidotes. We also get tables for creating cool names and determining things like process and components and much more so that they sound and feel like real fantasy poisons. Seriously, it's poison galore, and if you like to use poisons and are tired of just ongoing 5 or 10 damage and never get to "tick" more than once, this PDF is simply a must have. But Mr. Hicks, please add a list of the poisons indexed by level in the PDF, for an easy overview!
Rating:* * * * * *

Buy this PDF now

Saturday, April 4, 2009

Hard Boiled Armies (One Bad Egg)


I must admit that I have never paid much attention to whatever mass combat rules there was for D&D, so I can’t really compare or evaluate if OBE simply ripped off ideas from previous editions. What I can tell you is that with Hard Boiled Armies, they have created an elegant and smooth rules-set to guide us through mass-combat in our campaigns. At the core, it’s extremely simple. Units in combat are created and treated like characters. Then we are given some tools to figure out, depending on how big a battle and how big a battlefield we are aiming for, how long rounds, encounters and days are. We get a bunch of ideas to translate the 4e-isms such as encounter and daily powers into military happenings, how to adjust speed relative to the battlefield and last but not least how to figure out how long short and long rests are. They touch on the translation of special moves like grab, conditions, ranged attacks (if a square on the battlemat is 10 miles, maybe that range 10 on a power does not quite work as it should . Actually, while I could go on and on, because they do touch on quite a few relevant and diverse things on the 24 pages (the last 11 are devoted to the map used with the mini-battle-adventure included), but I think I have said enough already. I mean (and this is totally made up on the spot, it’s not from Hard Boiled Armies), with a few changes, that 1st level rogue with deft strike becomes a 1st level army of 10000 men with perhaps a light cavalry that strikes out quickly, surprising its enemies. Kill the fluff; use the crunch (with a few modifications). It’s very 4e and I am definitely going to try it.
Rating:* * * * *

Wednesday, March 4, 2009

The Witch Doctor (One Bad Egg)


It’s with mixed feelings that I am writing this review. As everyone who reads these reviews knows, I am a huge fan of everything OBE have made, and I had thus very high expectations for the Witch Doctor. Anyway, On one hand, the Witch Doctor is a brilliant concept, full of gems (Class abilities like the Masks, Evil Eye which is just perfect for a controller, close wall attacks) and an all-around awesome “feel” to the powers (not to mention some really cool powers, like the Mojo-line, where you draw power from the enemy making a save, or the “Poison Pill” power, which just made me laugh). On the other hand, the implementation is just not good enough. The initial description of the two type of Witch Doctors (Resolute and Tempest) make it sound like you either go CHA primary and CON secondary, or the opposite. But woe to the one who does that, since all powers are based on CHA and there are a whooping 2 powers that key off CON. In fact, you are much better off grabbing WIS or INT, the other two stats which have powers that key off them (around 5 each). Now, this is not game-breaking, merely an annoyance. The powercreep comes in the shape of at-wills dealing ongoing damage, encounter powers which are sustainable, encounter utility powers that last the whole encounter, encounter powers which cost you a surge to cast. Each on its own, these breaks from the core concepts might or might not work, but all together, it becomes too much. Towards the higher level powers, we get dominate as an encounter power, we get big AE that turns people to stone after two failed saves (no save after that) and a few other things that seem broken at first glance at least. Overall, I have to say that the Witch Doctor doesn’t feel like a controller (way too few powers that control well), but I am not quite sure what it is. Perhaps it is pseudo striker-leader-controller. It however look like a fun class with a great feel, and I (despite all the issues) still want to play it. It will just take some work to balance it.
Rating:* * *

Wednesday, February 4, 2009

The Purifiers (One Bad Egg)


The Purifiers tells the tragic tale of Wilhelm ark-Trasser, 4 times winner of the Contest of Ark, a paladin who has fallen a long way. His quest against an evil necromancer and the undead has warped his mind, sending his quest on collision course with madness. The former paladin now captures anyone he and his forces encounter and uses some corrupted plants of the Shroud to turn them into mindless servants – The Reborn – in order to build are horde matching the undead while depriving their enemy of their source of soldiers. With the Purifiers we get an organization, ready to fit into our campaign world with a minimum of work. But really, it’s so much more. The PDF is just full of great lore, ideas and fluff worthy of any campaign and it leaves me wishing that the good people of OBE would release a 450 page hardcover detailing their world. There are some great ideas within, from the Contest of Ark (great melee finale on hot coals!) to the Shroudrot mask, a ritual created mask that helps force the corruption of the Shroud upon a person. All in all, it’s a great PDF. There are some issues, most notably with the crunch of the main antagonists (overall, they are on the weak side) although they do partially redeem themselves with the second version of ark-Trasser, which you can find on the last page. It is just too bad that they didn’t give his two lieutenants the same treatment. Their fluff is just 10 times cooler than their stats, and the players might be disappointed once they finally meet them.
Rating:* * * * *

Thursday, December 4, 2008

Poisoncraft : Venomous Villains - The Syrallax (One Bad Egg)


The Syrallax, a distant cousin of the male medusa, is an evil subterranean race using nasty-looking weapons fashioned from the bones of their victims. They excel at tactics and mind-control, and they are in general just plain nasty. I find them a good and refreshing alternative to the evil overlord race from below to add to my campaign. And the art by Kev Crossley is just perfect. Like really awesome. Aside from two examples of the Syrallax (1 or 2 more wouldn’t have hurt), we are treated with a fully fleshed out encounter with a Syrallax Overlord (level 20 elite controller) and his multiple minions, taking place around a defective poison refinery. The refinery can blow up (treated as a hazard) and so can many of the barrels of poison (obstacles) that have been placed around the encounter area. Definitely a great encounter that shows just how interesting and dynamic 4e combats can be, if done by the right people. We are also treated with a little preview of the upcoming Codex Venenorum IV in the form of the Evershroud, a very nasty level 22 poison. Watch out for the aftereffect – it’s not a typo, the poison deals the same damage after the first made save. I think that’s a great way to increase potency of poisons without merely pilling on the base damage. All and all it is a great product, its biggest problem being that it leaves me wanting to know and read more about the Syrallax.
Rating:* * * * *

Hard Boiled Cultures (One Bad Egg)


Apparently, Mr. Hicks and co. can do no wrong. Hard Boiled Cultures is a DM’s guide to making the standard races of your campaign more diverse. They deconstruct the basics of the races (stats, feats, abilities) and show us how to twist that into distinct sub-races ready to populate and enrich your campaign world. While they use the PHB races as examples, there is no reason that their theories can not be applied to any and all 4e races. I think it is a brilliant (trying not to use awesome here) idea that every DM should embrace. Doing so offers true flexibility and choice for your player characters. No longer will every rogue be halfling, every fighter be dragonborn, or every cleric be elf. By creating sub-races using HBC, your players will no longer have to choose between making the character they want and making an “optimized character”. The only thing missing (IMO) are tables of alternate abilities. OBE tells us how to evaluate each ability and power, but all examples are based on already existing abilities. Which works great, mind you. I just wish there had been a few tables with lists of cool ideas for abilities for each race. It’s still an awesome product though.
Rating:* * * * *

The Shroudborn (One Bad Egg)


The Shroudborn gives us a new multi-class option full of flavor and role-playing abilities that any semi-sane DM should at least consider to introduce in his campaign. Now, not all DM’s will feel that The Shroud fits in his campaign, but no problem there either. The Shroud could really be anything. You could simply be attuned to the Spirit-World. Or you could be cursed by the Gods. Or yet again, you could be touched by the Fey. (Okay, maybe not that one, but you get the idea I am sure). Oh and it works great for NPC’s as well! It's a good way to inject some flavor into that boring Orc chieftain or Hobgoblin captain.

So what does it mean to be touched by the Shroud? Well, first of all, you can swap one of your +2 stat modifiers for a +2 Int modifier and one of your racial skill modifiers for a skill for a +2 stealth modifier. You also acquire some minor physical changes, like milky white skin or pale eyes. After spending a feat, you get to choose another ability (from a very short list, based on race), and qualify for further multi-classing. Which is probably a good idea, if you want to expand on your character’s connection to the Spirit-World.

The powers are cool, thematic and flexible. None seem obviously broken, and OBE even introduces a new key-word: Arena, which pulls you, your target(s) and possibly your allies to a closed off demi-plane sort of place, where you can continue to fight. What can I say? Yet again, OBE delivers.
Rating:* * * * *

Saturday, October 4, 2008

Gods of the Shroud (One Bad Egg)


Let me start out by saying that if what you are looking for is a replacement pantheon for your high-magic campaign, this is probably not a product for you. It is however the perfect set of gods for a gritty, dark world on the edge of civilization or humanity. Baring running such a campaign, the Gods of the Shroud should be perfect as Ancient gods, still worshipped by barbarians, various humanoid tribes or really anyone living on the fringe of society. I must admit that I would have liked more fluff, but the fluff gotten was very evocative and sparked a lot of great ideas - just as it should be. The Channel Divinity feats are mostly great, and quite fitting. Overall a product I will be using a lot.
Rating:* * * * *

Friday, October 3, 2008

The Death-Mother (One Bad Egg)


"A mockery of motherhood, the death-mother appears a rotting, clawed zombie with an enormous, bloated abdomen that splits open to reveal rows upon rows of sharp, needle-like teeth. A single long tentacle emerge from that maw on occasion; striking a foe, the death-mother exerts a momentary control over the victim’s mind and feeds its gestating get with leeched life-force" - If that just sounds cool, nay awesome, it is because it is. Between producing undeads during combat and devouring more corpses during combat to produce even more undeads, this monster can be a truly horrifying experience for your players. Do not deprive yourself of the pleasure of using this against them!
Rating: * * * * *

The Half-Dead (One Bad Egg)


It had to happen I guess. With The Apelord and The Unbroken One Bad Egg had raised my expectations to a unreasonably high level. Yet, there is something intriguing about the Half-Dead.The concept and flavor really appeals to me, but I am never going to use it as a full player race. I think that is the biggest hurdle of the Half-Dead. I do not see it as a race that many will use. I will however use it at some point, where one of my players die, as some plot device. We will have to see. Overall it's a well designed race, but I do have some concerns about the racial ability. +5 to all death saves is too much (I think, but haven't had time to do the math yet).
Rating: * * * *

Wednesday, September 3, 2008

The Unbroken (One Bad Egg)


I have two words for you guys. Must. Have. The Unbroken is a paladin paragon path simulating a paladin that has broken with his god, but wants to do things that must be done, be they good or evil. Thematically, it’s hardly breaking new ground, but it is IMO a very important option to have in your campaign. But the best thing about this short PDF is that it gives you a smart way to not only handle the paladin code introduced, but that you can easily use it with the normal paladins and their relationship with their god. Hell, it could fit for any character that wants some sort of code. At $1.49, it’s worth every penny several times over.
Rating: * * * * * *

Sunday, August 3, 2008

The Apelord (One Bad Egg)


Have you ever wanted to play an intelligent animal in D&D? I haven’t; in fact, I have never allowed such races in any of my campaigns during the 20 years I have been running them. However, this is about to change. The Apelord is simply full of win.
Rating: * * * * *