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Dangers & Discoveries (PFRPG) $5.99
Average Rating:4.8 / 5
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Dangers & Discoveries (PFRPG)
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Dangers & Discoveries (PFRPG)
Publisher: LPJ Design
by Andre F. [Verified Purchaser]
Date Added: 09/13/2011 10:31:07

This is Andre Faucher on behalf of Gamer's Haven, reviewing Dangers & Discoveries for Pathfinder which specializing in curses, diseases, insanities, traps, and other things that in general makes peoples lives miserable. Dealing primarily with the dangers, unless you count finding the brand new curse on you a discovery, it adds a lot to the underdeveloped areas of most roll playing games, being afraid of the dungeon just as much as the monsters inside it.

First, what are some of the good things about this book? 1.) Things that make life suck. This book has a ton of curses, diseases, poisons, traps, and even such things as hauntings. This book excels in fleshing these dangers out, how they are used, how they are cure/fixed/avoided, and the grisly damage that they can inflict. Some of the most annoying curses may not even be combat related but they will certainly cause the character to bemoan it. For example, there is a curse in here that targets pesky thieves and rogues that removes their bonus for class skills. While not a killer in combat, it will certainly make the life of any thief agonizing. 2.) Scars. Another new introduction in this book is the concept of ritualistic scarring and what they can do in the game. Throughout many cultures scars can bare meanings and significance that Pathfinder or many other RPGs simply have not touched on nor introduced any mechanic for. In this book there are numerous scars that have rules now attached to them that players, or NPCs, may consider. For example they introduced the Amazonian Sacrifice where a female archer can cut off a breast in order to gain bonuses on her archery, an example from the real world. 3.) Narcotics. Another area that Pathfinder has not touched on is in the area of Narcotics and what they can do in game. Having run an urban based campaign focused around a thieves' guild, the drug trade is of course going to be a part of many adventures. This places rules in here for the players, if they are users, or NPCs, more than likely the people they are going to stop. Functioning much like poisons, which most narcotics are, they instead of just having drawbacks also have bonuses... but are they worth the price that the character may eventually have to pay? 4.) Size. This book is over 60 pages long and has lots of artwork. This book provides a lot of info and interesting pictures which add overall to the text. Many books are fairly bland to look at but provide good rules, this one does both.

What are some of the downsides to this book? 1.) Mature. This book is definitely got some more mature themes attached to the book, which might be a bit of a drawback for groups that are a bit more sensitive to more adult themed aspects, such as narcotics and the horrible events that usually cause hauntings. This is not to say that there are not "more friendly", if one can apply the word friendly to a curse or trap, but there are some things in here that might cause some audiences to be uncomfortable. Before implementing this book, make sure that the group is interested and mature.

Conclusion?

This book provides a lot of material for a fairly good price. If you are a GM who is interested in fleshing out some of the underdeveloped areas of Pathfinder, such as scars and curses, then this book is a great buy. With lots of new ideas, good balanced mechanics, and a overall good feel to the book, many GMs will have a fun time inflicting these new horrors on unsuspecting characters. Just make sure that you conform to what your group is comfortable with.



Rating:
[5 of 5 Stars!]
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