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Darkness & Dread
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<blockquote data-quote="Wraith Form" data-source="post: 1925733" data-attributes="member: 10789"><p>I liked the book.</p><p> </p><p>I have *not* used it in actual game play (so please keep that in mind), but that didn't stop me from buying and/or reading it.</p><p> </p><p>I enjoyed the classes it presented. If you look at the original (non-d20) Call of Cthulhu, many of those investigator "classes" were underpowered compared to a D&D type game. That's part of the point--the classes you can choose from are the everyman, the common guy/gal...they're not Kirk & Spock, they're the Red Shirts. Horror and terror is that much more horrible & terrible when you're not increasing by a d10 every level and have a +13 vorpal Feather of Tickling of Doom of the Ancients of Death. How can you experience terror when you're lopping the heads off demons before breakfast? Darkness & Dread's "hero-lite" class system is different thus--you can be a hero, just not one that's a superhuman. That doesn't mean the classes aren't <em>non</em>-powered, mind you.</p><p> </p><p>A much more "realistic" (as opposed to "heroic"), and totally optional, way of calculating hit points, wounds & damage is supplied. Skills & Feats for these underpowered classes are also provided. Many can be ported directly in from the PHB, but the new ones focus on a horror-themed campaign.</p><p> </p><p>Fear/horror/madness/insanity has been done many times (even within d20): Ravenloft, CoC (WotC version), Unearthed Arcana--or is that Arcana Unearthed?, Grim tales, etc etc. Darkness & Dread offers the same. I haven't bothered to do a ~compare & contrast~ on the different rule sets for fear/madness, but they can't be all that much different from book to book I wouldn't think. Darkness & Dread also includes it's own set of fear/madness rules.</p><p> </p><p>It also provides a DM's section for running a terror-based game and a sample town to use, with NPCs supplied.</p><p>Not to shabby for $5.....!</p></blockquote><p></p>
[QUOTE="Wraith Form, post: 1925733, member: 10789"] I liked the book. I have *not* used it in actual game play (so please keep that in mind), but that didn't stop me from buying and/or reading it. I enjoyed the classes it presented. If you look at the original (non-d20) Call of Cthulhu, many of those investigator "classes" were underpowered compared to a D&D type game. That's part of the point--the classes you can choose from are the everyman, the common guy/gal...they're not Kirk & Spock, they're the Red Shirts. Horror and terror is that much more horrible & terrible when you're not increasing by a d10 every level and have a +13 vorpal Feather of Tickling of Doom of the Ancients of Death. How can you experience terror when you're lopping the heads off demons before breakfast? Darkness & Dread's "hero-lite" class system is different thus--you can be a hero, just not one that's a superhuman. That doesn't mean the classes aren't [i]non[/i]-powered, mind you. A much more "realistic" (as opposed to "heroic"), and totally optional, way of calculating hit points, wounds & damage is supplied. Skills & Feats for these underpowered classes are also provided. Many can be ported directly in from the PHB, but the new ones focus on a horror-themed campaign. Fear/horror/madness/insanity has been done many times (even within d20): Ravenloft, CoC (WotC version), Unearthed Arcana--or is that Arcana Unearthed?, Grim tales, etc etc. Darkness & Dread offers the same. I haven't bothered to do a ~compare & contrast~ on the different rule sets for fear/madness, but they can't be all that much different from book to book I wouldn't think. Darkness & Dread also includes it's own set of fear/madness rules. It also provides a DM's section for running a terror-based game and a sample town to use, with NPCs supplied. Not to shabby for $5.....! [/QUOTE]
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