https://www.drivethrurpg.com/product/23 ... s-Backpack
So I just finished going through my copy of the Adventurer's Backpack and I found the core of the book, the equipment, to be quite well done. There were a few typos and one glaring formatting error, but on the whole it's much better than normal for Troll Lords. I have the leather bound copy, but I've been given to understand these problems don't exists in the other versions of the book. The book also contained several new "classes." Some of them like the Arcane Thief were interesting, but most of them seemed like over powered re-writes of the standard. There is also some alternate rules for hand-2-hand combat that seemed more streamlined, and a new system for "lower" powered magic items. I'm not sure I'd ever use it, but since it's an add-on and not a replacement it might be useful here and there. Overall I'd say this book isn't worth picking up unless you want the nice orderly backpacks, the few new spells, or the new classes. It could definitely help getting some new players started or speed up character equipment buys.
C&C Adventurer's Backpack Semi Review
- Captain_Blood
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“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Ancalagon
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I snagged a copy of the ABP shortly after its release.
The typos are, unfortunately, par for the course with the Trolls but they are less egregious as in earlier books. I liked the Archer class quite a bit at the lower levels. In fact, one of the pre-gen PCs I'll offer in my C&C game at Gary Con XI is an archer. I've not read too deeply into many of the other classes but I like archers.
Another nugget I enjoyed was the write up on bandages. All in all bandages don't do anything in the standard game unless a character is losing X hit points per round from bleeding, usually through a sword of wounding or some such, or has been reduced to negative hit points and is bleeding out at the standard 1 point per round. In ABP, bandaging a wound shortly after a combat can restore d2 hit points and possibly an additional 1 point with an attribute check... but I may house rule that part of it just a bit. A d2 hit points isn't much but it can make a difference! I've included them in my GCXI game and, by way of play testing, have seen how handy they can be.
I'm glad I picked up the ABP as it has already proven useful to my gaming endeavors.
The typos are, unfortunately, par for the course with the Trolls but they are less egregious as in earlier books. I liked the Archer class quite a bit at the lower levels. In fact, one of the pre-gen PCs I'll offer in my C&C game at Gary Con XI is an archer. I've not read too deeply into many of the other classes but I like archers.
Another nugget I enjoyed was the write up on bandages. All in all bandages don't do anything in the standard game unless a character is losing X hit points per round from bleeding, usually through a sword of wounding or some such, or has been reduced to negative hit points and is bleeding out at the standard 1 point per round. In ABP, bandaging a wound shortly after a combat can restore d2 hit points and possibly an additional 1 point with an attribute check... but I may house rule that part of it just a bit. A d2 hit points isn't much but it can make a difference! I've included them in my GCXI game and, by way of play testing, have seen how handy they can be.
I'm glad I picked up the ABP as it has already proven useful to my gaming endeavors.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Captain_Blood
- Level 5: Delver
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- Joined: December 10th, 2018, 10:21 pm
Regarding bandages there is a specific item that enhances them if someone has it and I assume the training to use it. The medical kit, which I assume is the 'Medic's Shoulder Bag (Expert),' allows for 2d2 and +1 with successful check. Though it must be used directly after battle, so no retreat-bandage-attack antics allowed. It's also possible the original bandages must be applied within 4 rounds of injury rule also applies, but that seems like a lot to track. A guaranteed 2-5 is huge at lower levels, and will definitely increase campaign endurance. The write ups for rare herbs and soap are also nice. I think may be implementing all of these in a future game depending on how it goes.
Aside from that I did enjoy the section on pole arms and mounts.
Aside from that I did enjoy the section on pole arms and mounts.
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Ancalagon
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Emphasis mine.Captain_Blood wrote: ↑December 12th, 2018, 8:40 pm Regarding bandages there is a specific item that enhances them if someone has it and I assume the training to use it. The medical kit, which I assume is the 'Medic's Shoulder Bag (Expert),' allows for 2d2 and +1 with successful check. Though it must be used directly after battle, so no retreat-bandage-attack antics allowed. It's also possible the original bandages must be applied within 4 rounds of injury rule also applies, but that seems like a lot to track. A guaranteed 2-5 is huge at lower levels, and will definitely increase campaign endurance. The write ups for rare herbs and soap are also nice. I think may be implementing all of these in a future game depending on how it goes.
Aside from that I did enjoy the section on pole arms and mounts.
Coolness! I haven't found that bit of info yet so that'll be quite useful for games in which the standard clerical healing is rare or unavailable such as my Coeur de Lion setting. I'll have to find that section and give it a read...
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Captain_Blood
- Level 5: Delver
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It's in the Bandages, Herbs, Kits, Soap section under Medical Kit; page 66 in my copy of the book.
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Necron 99
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So I was gifted a copy of this, which arrived in the mail today. I'll be giving it a read through tonight and throughout the coming week. I'll post my thoughts when I'm done.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien