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Tyrnador Player Guide $19.90 $5.49
Average Rating:4.6 / 5
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Tyrnador Player Guide
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Tyrnador Player Guide
Publisher: GRAmel
by Christian M. [Verified Purchaser]
Date Added: 04/27/2022 13:02:57

A great world and resource for players to feel like they are part of a living world. Truly inspired by orginal and advance D&D with a savage twist. More than just dungeon delving and monster smashing (though there is pelnty of room for that), a world they can sink their teeth into and be a part of, hey even make their own place in it. Fleshed out world that leaves room for the players to explore and interact wiht that doesnt feel like they are following a novel.

the other reviewer Bruce R. points out the great things you will find in this book as well as the page description, but totally worth picking up for player and of course you GMs.



Rating:
[5 of 5 Stars!]
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Tyrnador Player Guide
Publisher: GRAmel
by Bruce R. [Verified Purchaser]
Date Added: 05/09/2021 23:30:01

I'm very happy with this purchase. Calling out the specifics of what I liked:

  1. Funnel characters. It is a great idea to have the opening adventure being played by ordinary people who are not yet Novice level heroes. Players will play a small number of these funnel characters in the opening adventure - some will die but those who survive may go on to become heroes. (The Secrets of Tyland adventure produced by Gramel is a great example of this). I ran a test adventure of this with some friends (and my kids) and they had a ball.
  2. World explanation / history of the world, including information on mundane like flora/fauna. The world of Ventar feels a little like Middle Earth - a grand realm that has been 'damaged' - there is a feeling of hope but also menace.
  3. I like the changes made to the Magic system, especially the addition of the Cantrip power and the Burned Power Points (basically burning your power points for 'the big stuff', and it takes time to recover those)
  4. I love the rules for cooking and eating the monsters that you find (you get hungry in the dungeon)
  5. Tyrnador rules for Illumination (when do the lights run out?), Reputation, Resting and Absorbing Damage (at the cost of your armour)
  6. Mass Battle Rules (woo, who doesn't like a mass battle - and there is a chance to use it in The Secrets of Tyland adventure)

I haven't yet had a chance to use the Downtime Phase rules but there is meant to reflect that there is a period for Adventuring, and there is a period for in between Adventures where the heroes are doing stuff like crafting items, training up, maintaining a stronghold etc. It feels a little bit like the Downtime Phase from Blades in the Dark where the heroes (crew) rest between Scores. I think this is a really good idea, because it allows you to focus on the action (Adventuring Phase) then skip through the period between adventures (Downtime Phase).

All in all, another solid supplement provided by Gramel. We'll be starting a campaign of Secrets of Tyland (Tyrandor) in the next two months.



Rating:
[5 of 5 Stars!]
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