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Grim Hollow Player's Guide - 3rd Party Review
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<blockquote data-quote="Libertad" data-source="post: 9177942" data-attributes="member: 6750502"><p>I made the mistake of buying this book first before the Campaign Guide and ended up stumped at the relative brevity when talking about the world at large or references to things in the main Setting Guide to which I didn't have access. "Oh, we're just jumping into races? Okay, but when are we getting to the fluff?" "Oh cool, rules for making vampire/lich PCs! But it feels like something's missing..."</p><p></p><p>When I initially read through this book, various balance issues jumped out to me. While I love a lot of the flavor text, quite a few are tempered by being way too good to not take over most other subclasses.</p><p></p><p>I'm quite fond of Path of the Primal Spirit; animal companions feel like they shouldn't just be the province of Rangers, and the Barbarian makes a worthy contender besides the Druid (who tbh already has enough stuff).</p><p></p><p>One thing I have noticed with Grim Hollow Player's Guide is that there's quite a few subclasses themed around gaining an ally/pet/helper type creature, be it an actual class feature or a summons: Primal Spirit was already mentioned, but College of Requiems Bard is an undead summoner, the Vermin Lord Ranger gets their own swarm companion, the Highway Rider Rogue can cast Find Steed, and the Haunted Sorcerer gets a familiar-like phantom companion. The Wretched Sorcerer gets a metamagic summonsing, although it's at 18th level so it won't see play in 99% of campaigns. And the Warlock with the Parasite patron doesn't exactly get a partner (unless they die at 14th level who is more "parasite finding new host") it begs to be roleplayed as having a second voice in your head.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9177942, member: 6750502"] I made the mistake of buying this book first before the Campaign Guide and ended up stumped at the relative brevity when talking about the world at large or references to things in the main Setting Guide to which I didn't have access. "Oh, we're just jumping into races? Okay, but when are we getting to the fluff?" "Oh cool, rules for making vampire/lich PCs! But it feels like something's missing..." When I initially read through this book, various balance issues jumped out to me. While I love a lot of the flavor text, quite a few are tempered by being way too good to not take over most other subclasses. I'm quite fond of Path of the Primal Spirit; animal companions feel like they shouldn't just be the province of Rangers, and the Barbarian makes a worthy contender besides the Druid (who tbh already has enough stuff). One thing I have noticed with Grim Hollow Player's Guide is that there's quite a few subclasses themed around gaining an ally/pet/helper type creature, be it an actual class feature or a summons: Primal Spirit was already mentioned, but College of Requiems Bard is an undead summoner, the Vermin Lord Ranger gets their own swarm companion, the Highway Rider Rogue can cast Find Steed, and the Haunted Sorcerer gets a familiar-like phantom companion. The Wretched Sorcerer gets a metamagic summonsing, although it's at 18th level so it won't see play in 99% of campaigns. And the Warlock with the Parasite patron doesn't exactly get a partner (unless they die at 14th level who is more "parasite finding new host") it begs to be roleplayed as having a second voice in your head. [/QUOTE]
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