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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 6 (Finale)

Mage Brandon and Acolyte Lily

Must...not...make...'flaming' joke...

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 Modern Roleplaying Game Art Gallery as reference only.

Campaign Slogans: Prelude

The DMCR provides three pre-made campaign concepts (I’m loathe to call any of them campaign settings, as they aren’t really thick enough for that) for you to utilize if you don’t have your own. Sadly, out of the three of these presented, only Urban Arcana got its own sourcebook….of course, that’s a topic we already covered, so let’s look at what is actually provided in this book, rather than go off on that tangent again.

Campaign Slogans: Shadow Chasers

Shadow Chasers is, more or less, an homage to a specific genre of urban fantasy that includes things like Buffy the Vampire Slayer (complete with Sunnydale Syndrome, no less) and Kolchak: The Night Stalker. The campaign setting focuses around characters being hunters of the things that go bump in the night, be it with a camera or a blade. The campaign overview covers a look at police and reporters, as well as information on the Fellowship, a secret society that would later go on to be a part of the Urban Arcana campaign sourcebook. There are also three adventure hooks (one involving gold-cursed skeletons, one with territorial and predatory gargoyles, and one involving a devious mummy. There is also a several-page long introductory adventure involving our favorite mindless mooks: zombies. This section also provides two new advanced classes that are not really tied to the campaign so much as something you can use in any supernatural campaign: the sword-swinging Shadow Slayer (both an alliterative and unsubtle reference) and the monster-binding, scroll-crafting Occultist, who can replicate spells but not cast any naturally. Both are lower-key compared to full-on spellcaster classes, but are useful in their own right. All in all, Shadow Chasers is a decent enough campaign setting, but it’s not necessarily a “must have”. Read the rest of this entry »

 
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Posted by on August 19, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 2

Moondog tries some "aggressive negotiating".

Sometimes, you just have the need to buy something to beat the ever-living crap out of someone with.

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 Modern Roleplaying Game Art Gallery as reference only.

The Root of all Loot

Before we get into the actual contents of the equipment section, we’ll have to cover what is stated in the front of it: the Wealth system. Basically, rather than replicating cash-in-hand, “gold”, or what have you, the Wealth system reflects a modern society where one has a bank account and a credit card. You make a roll against an item’s “Purchase DC”, add your Wealth bonus, and then see how much your credit score survives or suffers…simple as that. Now, I know that some people have had a problem with this system, but don’t worry, there are alternatives out there if you really want them, and Wizards of the Coast did provide Purchase-DC-to-D&D-gold and Purchase-DC-to-dollars conversions in some of their other in-house titles. This starting section also provides rules on restriction (classed as None, Licensed, Restricted, Military, or Illegal) of equipment, purchasing licenses, the shadowy hand of the black market and how dealing with them affects your purchases, selling used items, and the old standbys of the d20 system: mastercrafting and concealing items. All in all, good summary, good fun, time to take inventory of weapons for this part. Sorry I’m going off my notes again and this will be more than 4 parts in all likelyhood, but the equipment section is long and I’m needing to split them up because I’ve been stressed lately and my writing isn’t back to 100%. Read the rest of this entry »

 
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Posted by on August 2, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 1

Heroes vs. rejects from The Warriors.

"Mimes...why did it have to be mimes?"

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 Modern Roleplaying Game Art Gallery as reference only.

In the past, I have reviewed plenty of d20 Modern books. Some of you, however, may have only played Dungeons and Dragons, if any d20 games at all. So, as a courtesy to you and a challenge to myself, I decided I’d review the d20 Modern Roleplaying Game Core Rulebook (simply referred to as the d20 Modern Core Rulebook, or DMCR, from now on) itself. No supplemental bases for the review, all on its own, standing on its own two feet in front of me, the judge. How do the core rules of d20 Modern fare on their own, sans supplements, and what is different from other d20 games? Well, let’s take a look and find out. Read the rest of this entry »

 
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Posted by on July 25, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: Rebellion Era Sourcebook, Part 2

The Empire Strikes Back

Like chapter 1, the chapter on Episode V is fluff-heavy, starting off with the beginning of the movie. In addition to pages dedicated to Hoth and its asteroid belt, there are specific pages for Hoth’s Echo Base, the events of the Battle of Hoth, the war generals of both the Rebellion and the Empire for the battle, Imperial war machines used in the fight such as the mighty AT-ATs, Vader’s fleet over Hoth, and both Rebel troopers and Snowtroopers that fought on the ground during the Battle of Hoth. Thankfully, as is to be expected, there is fluff for each of these. In addition to obvious things such as the stats for the Rebel General Rieekan and Imperial General Veers, wampa ice monsters and tauntauns, Snowtroopers, and Rebel troopers stationed on Hoth, there are some general surprises like Read the rest of this entry »

 
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Posted by on July 3, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: Star Wars Roleplaying Game Revised Core Rulebook, Part 3

Characters and Commoners

Yeah, no witty title, don’t really have much to say here beyond “what you expect”, but I’ll run down the list of who you’ll find and how high a character level they are…because I’m an idiot. Read the rest of this entry »

 
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Posted by on June 23, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: Star Wars Roleplaying Game Revised Core Rulebook, Part 2

Bringing Balance

Most of what you’ll see in the chapter specifically dedicated to the Force is fluff, but there are a few crunchy notes that affect gameplay that I should go over. First, you have Force Points. Any character can have them, although only Force-Sensitives can have more than 5 at a time. They work sort of like d20 Modern’s Action Points, as well as having the ability to be spent to remove Dark Side Points. Speaking of which…well…Dark Side Points. What can I say about DSP? Well, it partially acts as the alignment system of the game; the more DSP you have, the more “evil” you are. It also acts as a drain ability, in that a tainted character (one that has one-half their Wisdom score or more in Dark Side points) must make a Fortitude save or permanently lose 1 point of one physical ability score each time they gain a new level. This is essentially both an act of penalizing Dark Side players and replicating Emperor Palpatine’s whole deterioration thing. Read the rest of this entry »

 
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Posted by on June 17, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: Star Wars Roleplaying Game Revised Core Rulebook Part 1

[Note: this review was from April of last year, but somehow never got published. As such, it’s in a bit of my older style, but hopefully part 2 will be more new-style coherent.]

In an attempt to help you understand some future reviews on the SWRPG a bit more, I am writing this review…this one is on the core rulebook for the Star Wars Roleplaying Game. Are you ready to dig in head-first, folks? Read the rest of this entry »

 
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Posted by on June 17, 2010 in RPG Reviews

 

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