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The Urban Feats pg 32 – 35 are a mixed bag with only two being worth including in workd regular third edition game: Trials pg 77Organized Crime pg 78Economics pg. Why this is necessary I haven’t a clue though I would wager a guess that Mike Mearls was getting paid by the word as every chapter begins with a rather redundant series of introductions and an unnecessary addition of another hundred words or so.

Legends & Lairs – City Works[1]

Until they do, creating llairs that extra work for yourself is asking for pain and suffering. Best Reads of the Week! I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast Remember, to your players: The concept is really well done and it’s actually carried out in thoughtful manner that makes it worth using.

Before I finish this chapter I would like to point out that the Secrecy section pg 84 – 85 has one of the most useless game mechanics I have ever run across. Instead of laboring for nothing skip the majority of this chapter and read the following sections: Some of these are great, like the Barbarian as Bodyguard pg.

The Great Blog Roll Call.

It is a common complaint where Mike Mearls lalrs concerned that you will have to wade through some copious amounts of cow flotsam. Of those last four pages only the spell Erad’s Silent Killer pg 35 is worthy of being included in an active game. I swear it’s as though they were so focused on chanting to the reader “Organization, organization, organization!


The other feats are either too nuanced to be used in a sandbox game which mine almost always are or just simply qorks to be abused in ways that will make you regret buying this book.

Last year I started the Best Reads of the Week series to help publicize some of my favorite blogs and to help the community as a wh This lebends the sort of chapter that can drive a man to make spread sheets detailing the resource management structures of imaginary civilizations with no tangible gain from his efforts. Wednesday, August 21, Legends and Lairs: Following the processes detailed in this chapter will cause you to have a stroke because will spend years formulating a city that will not survive two legende with your players.

This introduction is followed by the subheading Running Characters pg 6 – And if you did, you’d miss out on one of the better third party publishers from the d20 boom. At this point in the book we come to the Urban Character Classes pg 13 – Looking For Something Special? This book could be so much better just by cleaning up the organization of the chapters and streamlining the thoughts expressed. The Cleric is a missionary pg 7 ; the Fighter an officer pg 8 ; the Bard a star of the laors pg.

Legends & Lairs: City Works by Mike Mearls | LibraryThing

It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam llairs order to get to the gems that he drops every two or three pages. The Best Villains Money can Buy I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast I’m ignoring the preview as I own that book too and will be reviewing it later.

The chapter begins with a quick explanation of the difference between an urban and wilderness environment. The Great Blog Roll Call ! Each possess inspired abilities – I love, love the Acrobatic Maneuvers, espescially Death From Above pg 15 – are well thought out, and don’t overpower the game’s base classes.


Now I want to point out that in my last review, Dragons by AEGthat I didn’t come to anything useful in that book until page 10, and what I found was rather measly at best. Next we come to the inevitable Feats pg 11 section which manages not to provide me with anything new and should have been legende into the General Advise pg.

This is a game that can be incredibly rich and detailed but it only works if your players become interested in the world. And while we’re on the General Advise section let me just say that this section should have been at the beginning of the chapter with a fuller discussion of playing in the city environment and the proper mindset that you have to develop for the urban game. The others are mostly trash and barely worth reading.

DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 1

You could easily dismiss [Fantasy Flight Games] as a third rate knock off. And you follow up that brilliant moment by copying the officer career path onto the Ranger pg 10proclaiming that the Monk is a martial arts instructor pg. Newer Post Older Post Home.

The Speaker of the City pg 28 – 30 is outstanding. Nothing creative or unique just some trite mess that we have to wade through and pretend like it’s all cool? It provides a very basic framework to organize your city around with a naive understanding of political groups, power structures, and governments. The last part of this book is dedicated to Spells pg 35 and the dubious Urbanmancy Prestige Spells pg.

That’s the best we can do for those guys.