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Legends & Lairs: City Works by Mike Mearls | LibraryThing

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. It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam in order to get to the gems that he drops every two or three pages.

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. This is the sort of chapter worjs can drive a man to make spread sheets. It provides a very basic framework to organize your city around with a naive understanding of political groups, oegends structures, and governments.

The last part of this book is dedicated to Spells pg 35 and the dubious Urbanmancy Prestige Spells pg. This is 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. Until they do, creating all that extra work for yourself is asking for pain and suffering. You could easily dismiss [Fantasy Flight Games] as a third rate knock off.

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. Nothing creative or unique just some trite mess that we have to wade through and pretend like it’s all cool? The Speaker of the City pg 28 – 30 is outstanding. The other feats are either too nuanced to be used in a sandbox game which mine almost always are or just simply begging to be abused in ways that will make you regret buying this book.


I’m ignoring the preview as I own that book too and will be reviewing it later. The Urban Feats pg 32 – 35 are a mixed bag with only two being worth including in your regular third edition game: Remember, to your players: The Great Blog Roll Call.

Wednesday, August 21, Legends and Lairs: I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my coty shelf — the vast We follow this up with Urban Prestige Classes pg 25 – 32 which are mostly useless but there is a gem here too.

The others are mostly trash and barely worth reading. The Cleric is a missionary pg 7 ; the Fighter an officer pg 8 ; the Bard a star of the stage legennds.

This introduction is followed by the subheading Running Characters pg 6 – That’s the best you could come up with? Now normally when you come across a third party character class you hold your nose and tip-toe past it hoping that your players don’t dredge it up because they’re usually fucked; but unlike most of my previous experiences Mike Mearls is actually able to create two usable classes in this book: I swear it’s as though they were so focused on chanting to the reader “Organization, organization, organization!

The concept is really well done and it’s actually carried out in thoughtful manner that makes it worth using. 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 minutes with your players. This is the real meat lalrs the book with a detailed analysis of how a city comes together through a mindful conceptualization of the fantasy setting in its most basic sense.

Best Reads of the Week! At this point in the fity we come to the Urban Character Classes pg 13 – Now I want to point out that in my last review, Dragons alirs AEGthat I didn’t come to anything useful in that book until page 10, and what I found was rather measly at best.

Trials pg 77Organized Crime pg 78Economics pg. This is kegends game that can be incredibly rich and detailed but it only works if your players become interested in the lefends.

It is well written and thought provoking. Instead of laboring for nothing skip the majority of this chapter and read lqirs following sections: This book could be so much better just by cleaning up the organization of the chapters and streamlining the thoughts expressed.


Legends & Lairs – City Works[1]

Some of these are great, like the Barbarian as Bodyguard pg. City Works clocks in at a pages of cigy material with an additional 16 pages laits their next book Sorcery and Steam.

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. The Legends and Lairs product line has often been overlooked in spite of their quality; and looking at their covers its easy to see that unless you’re familiar with Fantasy Flight Games you could easily dismiss them as a third rate knock off product line produced by some shiftless hobo fueled on super glue and whippets.

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 Looking For Something Special?

The chapter begins with a quick explanation of the difference between an urban and wilderness environment. Newer Post Older Post Home. Each of these sections have enough inspirational elements to help your game along without undercutting your momentum.

Then we should have begun talking about the base classes and tailoring them to the city life.

That’s the best we can do for those guys. By comparison there are already neat little ideas in this product starting at page 5 where Mike has had the forethought to lirs the player with some ideas for the basic classes in an urban environment.

Legends & Lairs – City Works[1]

Next we come to the inevitable Feats pg 11 section which manages not to provide me with anything new and should have been lumped into the General Advise pg. Of those last four pages only the spell Erad’s Silent Killer pg 35 is worthy of being included in an active game. It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam.

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