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Shadowrun: The Way of the Adept
Publisher: Catalyst Game Labs
by james t. [Verified Purchaser]
Date Added: 04/29/2011 01:22:10
Well written book that adds some nice rules for adepts.
While at the same time keeping the entertaining fiction that Shadowrun Source material is well known for.

Rating:
[5 of 5 Stars!]
Shadowrun: The Way of the Adept
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Secrets of Necromancy V1.1
Publisher: Zodiac Gods Publishing
by james t. [Verified Purchaser]
Date Added: 01/22/2009 04:01:42
I am by no means a game reviewer but I did want to speak about this product for a moment.
It does have a few decent idea's and I do think that the author cares about producing a good product.
That being said this product needs work.
some of the abilities are worthless, one at will is actually worse then the standard basic attack that all characters have.
While other abilities are far to good, for example summoning multiple minions that all move when you move and can all attack at the same time, this goes against one of the primary tenants of 4th edition.
I do believe that there is a lot of salvageable product here with a little work & I do not feel that I did not get my moneys worth.
I truly hope that the author looks into some of the current 4th ed books and rebalances this work, it has the potential to be very good.

nuff said.
jim

Rating:
[2 of 5 Stars!]
Secrets of Necromancy V1.1
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Publisher Reply:
Hi Jim, thanks for your review. I am aware that some of the summoning (perhaps even most of the summoning rules) are not balanced relative to the current line up of WotC products. The Dread Summoner, for example, is explicitly stated as broken in the rules context. Part of the intended balance of this class focused on a couple areas that (in actual play) seemed to work reasonably well: The summoning of minions with daily spells, for example, works like the 4E pet rules. Yes, you can gain more than one minion with this class, which was an intentional effort at emulating earlier editions' summoners, something currently missing from 4E, and which I suspect may not appear for some time, if at all in an official book. The idea behind the summoner is that your necromancer gets some key figures, but he must expend his own actions to order them about. The effective basic attacks do not seem to amount to much more damage or effect than the summoner might gain by casting further regular spell attacks. Likewise, although you don't mention it, many of the necromancer spells are counter-balanced by unintended friendly fire; the necromancer can lose control of minions, for example, or many, if not most all area effect spells do not distinguish friend from foe. In actual play this seemed to balance fairly well. That said, I guess I should really emphasize that this class is intended for DMs that are interested in tinkering with or stretching the system, and are willing to adjust encounters based on whether they have allowed a necromancer in to the game or not. If you know your players have one of these, and that he can summon several bone minions in play, then it's worth the time to add a few extra bits of trouble in to the encounter. Anyway, thanks again for your comments. I might try a revision in the future that conforms more tightly to summoning effects once we actually see how summoning rules will work down the road; I haven't seen anything yet (that I am aware of) from WotC, so all I had to go by was the method of handling pets in Martial Powers. If WotC doesn't cough up any summoners in the future, I would definitely reccommend the advice I give in the book to DMs: if you don't like it, either restrict it's useage to NPCs or ban players from the class, using it to generate NPCs instead.
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Catalyst Game Labs
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