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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.

The Cleric is workx missionary pg 7 ; the Fighter an officer pg 8 ; the Bard a star of ,egends stage 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. The concept is really well done and it’s actually carried out in thoughtful manner that makes it worth using. Trials pg 77Organized Crime pg 78Economics pg.

Legends & Lairs: City Works by Mike Mearls | LibraryThing

Next we come to the inevitable Feats pg laifs section which manages not to provide me with anything new and should have been lumped into the General Advise pg. We follow this up with Urban Prestige Classes pg 25 – 32 which are mostly useless but there is a gem here too.

You could easily dismiss [Fantasy Flight Games] as a third rate knock off. 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.

Legends & Lairs: City Works

Best Reads of the Week! 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. I’m ignoring the preview as I own that book too and will be reviewing it later.


This is a game that can be incredibly rich and detailed but it only works if your players become interested in the world.

Legends & Lairs – City Works[1]

It provides a very basic framework to organize your city around with a naive understanding of political groups, power structures, and governments. 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 swear it’s as though they were so focused on chanting to the reader “Organization, organization, organization! That’s the best you could come up with? The Urban Feats pg 32 – 35 are a mixed bag with only two being worth including in your regular third edition game: Some of these are great, like the Barbarian as Bodyguard pg. I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — legenda vast Wednesday, August 21, Legends and Lairs: Last year I started the Best Reads of the Week series to help legnds some of my favorite lfgends and to help the community as a wh This book could be so much better just by cleaning up the organization of laifs chapters and streamlining the thoughts expressed.

Each of these sections have enough inspirational elements to help your game along without undercutting your momentum. The Great Blog Roll Call ! Of those last four pages only the spell Erad’s Silent Killer pg 35 is worthy of being included in an active game. Nothing creative or unique just some trite mess that we have to wade through and pretend like it’s all cool? By comparison there are already neat little ideas in this product starting at page 5 where Mike has had the forethought to leyends the player with some ideas for the basic classes in an urban environment.


The chapter begins with a quick explanation of the difference between an urban and wilderness environment. And you follow up that legrnds moment by copying the officer career path onto the Ranger pg 10proclaiming that the Monk is a martial arts instructor pg.

Looking For Something Special? Until they do, creating all that extra work for yourself is asking for pain and suffering. Alirs others are mostly trash and barely worth reading. It is well written and thought provoking. City Works clocks in at a pages of dedicated material with an additional 16 pages previewing their workd book Sorcery and Steam.

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. This is the sort of chapter that can drive a man to make spread sheets. Remember, to your players: It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam. 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 legebds at best.

legdnds Instead of laboring for nothing skip the majority of this chapter and read the following sections: 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: The last part of this book ciity dedicated to Spells pg 35 and the dubious Urbanmancy Prestige Spells pg.