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General RPG Rules Discussion Discuss the rules of any game except D&D or Pathfinder, such as Arcana Evolved, Mutants & Masterminds, Star Wars Saga, d20 Modern, and the like.

 
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Old 7th July 2009, 08:17 PM   #21 (permalink)
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I agree with this criticism.
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Certainly, the pdf of Freedom's Most Wanted (which still hasn't been updated to correspond to the changes made in the printed version of the book) has this problem, and I believe Warriors and Warlocks has it as well.
W&W compromises by telling you what the abilities do, without much reference to rules constructs. Personally, I find it amusing to read the rules and then read the UP reference and mentally say "no, that's the [x] power" with specific extras, flaws and drawbacks, but I'm quirky like that.
But Warriors & Warlocks is equally useful with or without Ultimate Power.

Freedom's Most Wanted, Paragons, (probably some others I'm forgetting) and a wealth of 3rd party products use a number of Ultimate Power constructs that could just as easily, and more usefully to customers, be done with the core book.
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Old 8th July 2009, 01:20 AM   #22 (permalink)
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I suspect that some authors are more prone to doing that than others; that's what I've noticed, anyways.

FWIW, in playtests, I try to point out those instances when I see them, so GR can maybe add in the relevant text, or explain how something's built.
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Old 9th September 2009, 01:03 AM   #23 (permalink)
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Ultimate Power is being printed in a "pocket edition":

Green Ronin has announced they're going to be releasing Pocket Ultimate Power soon. See here: Green Ronin Online Store: Pocket Ultimate Power

Pocket UP is going to be updated to correspond to the known errata, it's in black and white, and it's a different size. Other than that, it's the same as the original book.
Pocket Ultimate Power is now available, both from Green Ronin (see link above) and in stores. Just thought I'd mention it for the people who have been waiting for a paper copy of this book for a long time.
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Old 9th September 2009, 08:36 AM   #24 (permalink)
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It is the spirit of the game, not the letter of the rules, which is important. NEVER hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, IF it goes against the obvious intent of the game. As you hew the line with respect to conformity to major systems and uniformity of play in general, also be certain the game is mastered by you and not by your players. Within the broad parameters give in the Advanced Dungeons and Dragons Volumes, YOU are creator and final arbiter. By ordering things as they should be, the game as a WHOLE first, your CAMPAIGN next, and your participants thereafter, you will be playing Advanced Dungeons and Dragons as it was meant to be. May you find as much pleasure in so doing as the rest of us do.

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