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Tag Archives: d20 Future

On Diversity and d20 Modern

I figured that since I haven’t given any real attention to the RPG aspect of my blog in a little while, I’d do so now with a little rant that was boiling around in my head. Okay, let’s take a look at all the official Wizards of the Coast-produced, in-house, first party, printed books for d20 Modern; specifically, the type of the monsters within. No web enhancements to muddy things like “but there’s an Apocalyptic Tarrasque of Legend you missed on this list!” or “you didn’t put the half-Fraal gelatinous cube here!”s, and no third-party materials obviously, just the official, printed sourcebooks from WotC for this survey. I’m also not counting reprints between d20 Modern books (such as the boar being in both Urban Arcana and Menace Manual), which will be labeled only by their first appearance. Now that that’s said and done…let’s examine this then, shall we? Read the rest of this entry »

 
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Posted by on November 7, 2010 in Gaming

 

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Rappy’s RPG Reviews: Future Player’s Companion-Tomorrow’s Evolution

Well, there’s been more than one side-trek on the way, but I’ve returned to the Future Player’s Companion series to give my look at the third and last of the three books in the series: Tomorrow’s Evolution.

An Advanced and Prestigious Future

Oh yes, there are advanced and prestige classes here. Surely you didn’t expect otherwise. The rundown of these are:

Corporate Agent: Corporate Agents gain bonuses when working with others of a corporation, and other Charisma-linked skills and talents. They aren’t exactly the kind of people you want to work with, but they’re better to have on your side than on your enemy’s. Presumably it’s meant to mostly be in megacorp cyberpunk, but could be utilized in any campaign, futuristic or modern, with companies involved.

Cyborg Adept: An advanced class that focuses on allowing more cybernetic attachments than usual and augmenting existing cybernetic attachments. Obviously meant for cybernetics-heavy campaigns. Read the rest of this entry »

 
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Posted by on September 21, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Future, Part 5

The Mecha Fling feat.

It's a mecha flinging a car. What more can I say?

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Future Art Gallery as reference only.

We Dig Giant Robots

The mecha chapter is probably one of the most divisive chapters of d20 Future. The big problem is that the mecha shown in d20 Future have a very specific layout. Sure, they have armor and custom slots and everything, but in the end they are more or less all enlarge spells with items added on. Indeed, the mecha in d20 Future are of the “power suit” theme of design, boosting HP, size, and Strength of the character that wears/pilots it. This means that in the end you are having combat with giant-sized characters more than vehicles. This is either a plus or a major minus depending on your opinion of this system of mecha, although personally I don’t think it’s hugely bad, and there are ways of patching the system up, both floating around the internet and in the official supplement d20 Future Tech‘s “mecha as walking tanks” rules…but that’s a story for another review. Also worthy of note are that there are feats such for fighting with mecha and a mecha-specific advanced class, the Mecha Jockey, in this chapter. Read the rest of this entry »

 
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Posted by on September 9, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Future, Part 4

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Future Art Gallery as reference only.

“It’s Alive!”

And what would science fiction be without science? Chapter 5 focuses on scientific advancement from late PL 5 (the world we live in right now) into the future.  A lot of this is fluff with a little crunch added in, starting with genetic manipulation from single cells to entire animals, including the costs of genetic therapy. This section also introduces a little friend we’ll see mostly (but not only) in this chapter: the Moral Sidebar. These essentially pander to those players and GMs who feel that genetic engineering or cloning is “wrong”, discussing “playing god” and all that that junk. But that’s not the purpose of this review, so moving on… There are a few genetic engineering-based templates in this chapter, applicable only to standard or monstrous humanoids: the amphibious Aquans, the quick-healing Healers, the hibernating Morpheans, and the nocturnal…erm…Nocturnals. Read the rest of this entry »

 
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Posted by on September 8, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Future, Part 3

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Future Art Gallery as reference only.

General Gadgets and Gizmos

Before we even get into actual gear, d20 Future provides a new game rule: the gadget system. The gadget system in and of itself  a nice idea, providing accessories for equipment customization. There is a problem, however; there is no limit. Sure, gadgets increase the price of an item, thus making them less cost-effective, but you could theoretically create a weapon with almost every weapon gadget in the book (buying it would be a different story, but still). As such, my suggestion is to impose a by-size restriction to how many gadgets a piece of equipment can hold. Anyway, first off are the universal gadgets, which are not limited by Progress Level and could presumably see play even in modern games. There are 18 universal weapon gadgets, only two of which (genetic tags on ammunition to note who fired it and techno-organic “bioweapon” composition) are questionable for modern-era, rather than future-era, play. Some of these weapon gadgets include range-finding scopes, booby traps implanted in the weapon, and alternate weapons such as knives strapped to a gun barrel or underslung grenade launchers on a military rifle.

There are only 6 universal armor gadgets, one of which is a reiteration of the techno-organic makeup. I’d say the most useful of the gadgets presented for armor would be either the integrated equipment or environmental sealing, both of which make for good kitted-out armors. Finally, there are 6 universal general equipment gadgets; the most futuristic of these is the spray-on LCD  gadget, which allows any equipment piece with the gadget to function as a computer screen. Even that, however, isn’t that far into the future, but is certainly more of a “future game” set piece. Read the rest of this entry »

 
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Posted by on September 5, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Future, Part 2

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Future Art Gallery as reference only.

Campaigns

One of the only portions of the book that is not Open Game Content (unlike the core rulebook, which at least allowed you to use advanced classes from the campaign ideas as OGC; this luxury isn’t provided by this book), the campaign concepts provided for d20 Future cover a few pages each, so we’ll breeze through them now.

Dimension X

"Whatever it is, I didn't do it!"

Bughunters: Starship Troopers by any other name. While there are no “bugs” presented, there is an advanced class titled, appropriately, Bughunter. It’s more or less a variant soldier though, really, so it’s not that interesting. All in all, a meh introduction to an idea that could have been interesting were it more fleshed out.

Dimension X: Similar to Sliders, the Dimension X campaign concept provides characters with the tools to adventure across dimensions in search of the cause of what is causing alternate dimensions to be absorbed by a single home timeline one by one. The advanced class provided is the Dimension Ranger, an advanced class with a grabbag of dimension-themed abilities. It’s an okay advanced class and campaign concept, but again, it would be better if it were fleshed out. Read the rest of this entry »

 
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Posted by on August 31, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: Future Player’s Companion-Tomorrow’s Hero, Part 2

These are the Droids You’re Looking For

Moving right along, we get a chapter dedicated completely to robotics. And what a welcome chapter it is, at that. With the Mechanoid and Animorph robot frames (technological evolutions of the Armature and Biomorph, respectively), we get a Read the rest of this entry »

 
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Posted by on April 10, 2010 in RPG Reviews

 

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