James Ward did the foreword on the first book, but Ernie gets his chance here... which means we get a shameless plug and the physical address of the DHSM in the last paragraph.
So they provide an example of a combat encounter... It's worth noting that not only is initiative based on current health, but it apparently changes each round. As you take damage, you move down in the turn order.
What Gary adventure is that from?
So the Keeper's Guide contains a considerable amount of "how to make the game fun" as well as lore, which is good considering the Spirits Guide had very little lore that made sense.
Despite that, the "History of the Giants" and "Types if Giants" sections are only 2-3 pages.
Actually, I disagree.
And confirmed, as you take damage the initiative order changes.
Yeah, not a fan.
Now I may not be the best of swimmers, but I'm pretty sure it'll take me less than SIX MINUTES to swim 100 yards.
How does surprise work, you wonder? Doesn't matter how perceptive you might be, you got about a 50% chance of being surprised no matter what.
And one player rolls for the whole group.
No flanking, but backstab gains you +25%.
Oh, and we'll come back to that shield thing in a bit.
And I'm pretty sure we've all heard this story before.
We're back on Sigils and Ley attacks, which I still don't quite get. They basically look like spells, but there's a pretty high chance of failure and some spells have different effects depending on that d100 roll.
It really makes no sense to put all these spells in the Keeper's Guide, which is theoretically only read by the Spirit Keeper... These spells should be player facing in the Spirits Guide. That's like 30 pages in the wrong book.
Remember how your Life Force could be as high as 200? Well at max this means you can theoretically fall upwards of 600+ feet and live.
That's pretty much it for the Keeper's Guide... This is a more guideline-heavy book to explain the DM how to run things, which is honestly what it should be.
It also suffers from the usual problems of having a player-centric book separate from a DM-centric one.
The third book in the set, the "5th Age Index" Monster Manual, will have to wait.
Here's my short commentary on the 5th Age Index...
If you have been wondering what happened to Dave Johnson - author of NuTSR's "Star Frontiers New Genesis", documented racist, and all around nice guy - boy do we have some news for you.
Earlier today, the DHSM posted this on Facebook, along with an Amazon link, for a book called "The Musings of Lord George the Younger, B. S. of D.".
If you can't read the footer, the photo is "Duke Justin of Wilmington". Yes, really.
(Not posting Amazon link)
The synopsis reads like an AI wrote it. This is direct from the Amazon listing.
First off, the product is only available as physical copies purchased through Amazon. I will be providing scanned snippets of the hardcopy where applicable.
Next the art... Other than the cover, which was apparently penciled by one person (known only as "Querty") and colored by Mick McArt, it looks like it's almost all stock art.
I'm having a harder time with "Heart of Fire" than I expected. The straight conversion from 4E to 5E is leading to a lot of encounters with a lot of hostiles (I've introduced minions to mitigate this somewhat). I'm not sure if that's a good or bad thing.
In typical 4E fashion, every room was an "encounter", but it was reasonably balanced in 4E because math.
In 5E, this seems excessive... borderline lethal... because of resources.
The only two solutions I can think of:
1) Make every encounter "easy" or "trivial". 2) Radically change the adventure's design of several rooms.
Option 2 is something I was not intending on doing because it's way more work.