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Hell on Earth (1939-1945) World War II
by Rick K. [Verified Purchaser] Date Added: 11/11/2009 22:48:14

I've purchased this and several of the 1948 supplements. By far the best WW2 sourcebook for D20 out there! Sticks to the basics of D20 and is consistent, unlike many of the others, which are either unbalanced or too pulpy for my tastes. If you want realism with an alternate timeline, I highly recommend this product.



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[5 of 5 Stars!]
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Nature's Wrath
by Megan R. [Featured Reviewer] Date Added: 05/05/2009 09:27:03

Did you think that ravening monsters and evil wizards were the main threats against your character's life and well-being? Think again!

This book aims to give the DM a range of natural ways of making characters ill - the sorts of 'real world' dangers that threaten anyone, particularly in the average mediaeval-style setting of most D&D games. Each is provided with game information in the shape of Fortitude saves to avoid or minimise the effects, and a range of effects over and above mere attribute loss, designed to enhance role-playing and realism.

The first chapter looks at plant-based poisons. While many could be used by an evil herbalist or assassin, the emphasis is on accidental poisoning - eating the wrong mushroom or a dodgy piece of shellfish - rather than deliberate attempts to do away with someone. The effects are bad enough to make anyone want to think twice about what they are just about to eat. It's good to see the linkage between 'game effects' such as hit point and attribute loss and negative circumstance modifiers, and more descriptive effects such as suffering stomach cramps or extreme thirst. The tools are there for those who want to role-play the difficulties that their characters are in.

The second chapter gives the same treatment to diseases - how easy and under what conditions you might catch them, what the effects are and how (if) you'll get better. There are also some variants on the standard D&D rules for curing diseases by spell - so that those DMs who want to make use of diseases will not see them waved out of existence by a cleric's hand! These new rules are well-thought out and still give characters a good chance of survival without making it a certainty, or enabling them to bypass all the ill effects.

This is a book to be used with caution. It would be all too easy to just fill your world with poisonous plants and nasty illnesses, and end up with characters too feeble to wave a sword or cast a spell. But used with care, it can add an extra layer of realism to your game world.



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[4 of 5 Stars!]
Nature's Wrath
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Spellbinder's Sourcebook II
by Megan R. [Featured Reviewer] Date Added: 05/05/2009 09:15:08

Here is a collection of 50 arcane spells, of which 25 are brand-new and 25 come from past Bloodstone Press products, all fine-tuned for use with the 3.5 revision of D&D.

Most of the spells are suited for combat casting, with a wonderful range of really nasty things to do to your opposition. Fancy casting disembowel and literally watch his guts fall out? Blood, sweat and tears will leave him bleeding and tired out with blurred vision... just ready for your fighter cohorts to dive in to the attack. Or if you know someone who talks too much, try lockjaw, which will stop him spellcasting or even eating or drinking as he cannot move his jaws!

More subtle spellcasters might care to disguise themselves with masquerade, prior to casting contumancy and turning the enemy's henchmen into an argumentative and disobedient horde.

Overall, a good collection, especially for the combat-oriented spell-slinger, and interesting things to add to the NPCs' spellbooks for your players to find and experiment with for themselves. It's already giving me ideas for things to add to the next adventure in the game I run!



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[4 of 5 Stars!]
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22 Talent Trees
by Daniel D. [Verified Purchaser] Date Added: 04/28/2009 14:44:20

I really like the variants in this PDF. A great way to expand on a character and grow them into a more realistic style character. Easy to read and quick to implement in any fantasy campaign.



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[5 of 5 Stars!]
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Arms and Armor of the Stone Age
by Daniel D. [Verified Purchaser] Date Added: 04/28/2009 14:41:34

A very good reference of the types of weapons allowable for a stone age campaign or a campaign that throws your players back in time. It helps to know how each weapon should work and what your players will find.



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[5 of 5 Stars!]
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1948: The Rat
by Gunther B. [Verified Purchaser] Date Added: 08/30/2008 12:10:12

Interesting idea that has a lot of potential. The RAT is a manned super tank somewhat like a World War II version of Bolo's or Ogres Pro Could easily be worked into any alternate history role playing or miniatures game Neutral Art work while detailed is somewhat bland Con Needs to be more fleshed out, but for the price not bad



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[3 of 5 Stars!]
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1948: Basic Training Manual
by Charles C. [Verified Purchaser] Date Added: 06/12/2008 22:31:09

interasting.. differnt... some of it i did not agree with but for the most part i was happy.



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[3 of 5 Stars!]
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1948: General Patton
by Shane O. [Featured Reviewer] Date Added: 04/25/2008 15:46:50

1948: General Patton is a d20 supplement for Bloodstone Press’s Modern d20 line of 1948 products, presenting an alternate history of a much longer and bloodier World War II. The zipped file is less than half-a-megabyte in size, containing a single twenty-two page PDF. As with all of the 1948 line, there is a fair amount of artwork here, much of which seems to be photoshopped actual illustrations. Green borders are along almost every page as well. There is no printer-friendly version of the product, but printing this one shouldn’t be too difficult.

1948: General Patton follows the history of the famous general. It follows his personal history quite closely (though I thought I saw at least one mistake, regarding the name of the soldier that Patton was accused of hitting) and seamlessly switches to a fictitious history where he’s still fighting as the campaign unfolds. Several adventure seeds are presented, as are the full stats for Patton himself, along with a new template that he has, and two of his magic items. Several sidebars also dot the product, including one about his famous “Patton Saber,” but unfortunately the sidebar ends in the middle of a sentence and doesn’t finish describing its game statistics.

This book is a good one, but not without its flaws. The heavy focus on Patton’s history is nice, particularly as it relates to the campaign’s historical fiction, but it would have been nice if the adventure seeds section was expanded. If someone buys an entire product dedicated to Patton, they’ll probably want to use him in their game, so ideas and guidelines for doing so should be more prominent. Likewise, the cut-off sidebar is a bit of a disappointment, considering that it’s covering some of the new crunch here. Altogether, this is an imperfect book that could still be useful for any game involving Patton.



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[4 of 5 Stars!]
1948: General Patton
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Glinda of Oz
by Timothy B. [Verified Purchaser] Date Added: 11/20/2007 11:57:03

Fun little product, but very light on content. Get it if you are a fan of Wizard of Oz, but that is about it. Would have liked to see more information on how to use her in various games (Fantasy, Modern or other).



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[3 of 5 Stars!]
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Hell on Earth (1939-1945) World War II
by Charles C. [Verified Purchaser] Date Added: 08/10/2007 00:06:14

good i like WW II rpgs but some mistakes and missing data like damage for the mortars. some of the stats for tanks are a little one sided makeing it easyer for if you pick an allie but if u want to be an axis you will not want to use a tank cause they super weakend them but i guess it is so it wont be to hard for players going agents them



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[4 of 5 Stars!]
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Wilderness Traps
by Collin F. [Verified Purchaser] Date Added: 06/26/2007 00:00:00

Some very good ideas here. I found this book to be quite useful, especially for someone like me who doesn't like to spending time thinking of and creating traps.<br><br> <b>LIKED</b>: Inclusiveness and amount of the traps described.<br><br><b>DISLIKED</b>: Not much. There can always be more.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



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[4 of 5 Stars!]
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22 Talent Trees
by Megan R. [Featured Reviewer] Date Added: 05/31/2007 16:20:05

An RPG Resource Review:

Put simply, this is a collection of feats for D20 Modern organised into hierarchical groups. While they are presented according to the character type they are most suitable for - Strong, Fast, etc. - they can be taken by anyone who fancies those particular abilities.

It's a wide-ranging collection, which should help you tailor your character according to your vision. For example, a Smart hero might be a Fast Learner, or a Quick Thinker or be good at Tactics. A Dedicated hero can specialise in Animal Friendship, be an Oracle or Selfless (being able to give others moral, financial or even life support), or be Virtuous. And so on...

Well worth a look if you want to be able to customise your character according to a concept that isn't adequately catered for in the core rules. The idea of the hierarchical sequence is good, as you can see your character develop along your chosen path, gaining greater abilities in whatever it is that they specialise in.



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[4 of 5 Stars!]
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God Spells
by Megan R. [Featured Reviewer] Date Added: 05/31/2007 16:17:16

An RPG Resource Review:

This book is primarily a compilation of spells for divine spellcasters (clerics, druids, paladins and rangers). Some have been published in other Bloodstone Press products, and some are brand new, all have been revised in the light of the 3.5 ruleset. There's one slight oddity, spells have not been assigned to Domains - as the Domains available may vary from setting to setting, the author has thought it better to leave it to the DM to allocate them as appropriate, or leave them domainless if preferred.

The spells are presented conventionally, with a summary listing of spell by caster type and level followed by an alphabetic list of all the spells. Naturally, some appear in more than one caster type's list; and although clerics and druids are well provided for, the paladin has just a handful of spells and the poor ranger gets all of 2!

The spells themselves are quite interesting. They include a series of 'Armour' spells that involve all manner of substances that you wouldn't normally expect as armour - fire, acid, thunder, and the like. They confer immunity to the substance in question, as well as providing both a bonus to AC and a 'miss chance' - expressed as a percentage - because they obscure the shape and thus precise position of the wearer.

A useful spell for all those who practise the healing arts is convalescence. Cast on a sleeping patient, it accelerates the recovery of hit points. Several others - such as god speed, heroism and fearless are particularly suitable for those who fight in the service of their deity (and hence appear on the paladin list).

It's a useful collection and well worth a look if you play a divine spellcaster, or - as I do - you like to create deity-specific spell lists for clerics, etc., to choose from.



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[4 of 5 Stars!]
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Bane Ledger
by Megan R. [Featured Reviewer] Date Added: 05/31/2007 16:15:21

An RPG Resource Review:

The introduction states straight out what's special about this book: all the monsters herein are based on ancient lore from the real world (mostly Africa, Australia, Polynesia and the Americas). Some are real beasties, other thrived only in legend... and now in your campaign!

Each creature is given the standard D&D treatment, with statistics, appearance and ecological notes and details of its preferred combat style and special abilities. Most are illustrated, attractive line art for the most part. Rather disappointingly, unless you are well up in real world moster lore, you'll have to do some research as only the names are given, there's none of the background legends that spawned them. The monsters themselves, however, do match up with what legends say about them.

Naturally, as many of the original D&D monsters drew on legend, some look familiar. We have a couple of dragons - rather nice ones, the Storm Dragon and the Summer Dragon. Storm Dragons love fighting, and have two breath weapons: a gust of wind or lightning. Indeed they enjoy a scrap so much they've been known to heal opponents or let them have a breather, just so that the fight will go on longer! Summer dragons, on the other hand, don't really enjoy fighting and are too lazy to indulge much.

Many of the monsters are undead spirits, the restless remains of people - especially young children - who have been illtreated in life. Understandably, they hang around seeking revenge on the living.

There is also an appendix of real but unusual (and sometimes extinct) animals. So if you've wondered how a ranger or a paladin might cope with a shoal of piranas, read on...

Overall, it's quite an intriguing look at monster design, although it would have been improved by a brief retelling of the legends that inspired them.



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[3 of 5 Stars!]
Bane Ledger
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Primal Heroes: The Sentinel
by Jim C. [Verified Purchaser] Date Added: 05/05/2007 00:00:00

The Sentinel is one of the core classes for the Primal Legends campaign setting, combining elements of the Ranger and Paladin with mechanics that support Primal Legends' fundamental division between 'clean' and 'unclean' creatures and magic.

From a core of ranger-like statistics (there is a suggested set of changes to bring the core abilities closer to a paladin concept), most of the Sentinel's class abilities are picks from a large selection of Ranger-like, Paladin-like and unique abilities called Endowments, with prerequisites that, for practical purposes, restrict Endowments to a similar class level to when they would be received by the PHB equivalent, and group them into trees (not explicitly listed). It strikes me that it would be very easy to read the Endowments as feats and make them available to anyone.

The concept of clean and unclean creatures extends some Cleric-like abilities to large groups of creature types and a DM would need to consider the balance implications of this carefully: for example, a Sentinel may gain the ability to turn or destroy dragons, constructs or orcs, to rebuke or command elves, oozes or animals, or a Holy Aura that does a small amount of damage to all unclean creatures in range (six creature types). Another general concern is that Endowments are stated to be extraordinary abilities unless otherwise noted, but I can't see any Endowment noted as a supernatural or spell-like ability, even ones like turning that probably should be. Maybe I'm missing a table, but this should be in the text.

It's not as much a universal game-mechanic revision as the blurb tends to suggest - this is a setting-specific class, though mostly easy to adapt, with due attention to possible balance concerns. It's innovative and technically well developed.<br><br> <b>LIKED</b>: Some good thinking has gone into treatment of favoured terrain and non-GP-based trapmaking.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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[4 of 5 Stars!]
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