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<blockquote data-quote="Reneshat" data-source="post: 5013014" data-attributes="member: 55068"><p>Red Box Fantasy RPG seems at once both familiar and new. It's characters and creatures are slightly more powerful than the equivalent AD&D or Rules Cyclopedia ones, but were pretty much made with those materials in mind. However, mechanically it holds many similarities with traditional d20 products. You have three saves, the ability score bonuses work the same way, with the difference being they stop going up after a score of 24 (bonus of +7). It seems in general, it was made to be an easily accessible way for a GM to take 3.5 players, and run them through older materials without all the hassle of having to convert them or teaching the players an entirely new system of mechanics from what they were used to.</p><p></p><p>It runs quickly and smoothly. We managed to get through Temple of Elemental Evil over summer break, playing only 4 hours a week, with plenty of time left over to play other stuff as well. It only took a small amount of time for the players to adjust and get used to the differences in the rules. There was some small complaint from the optimizers in the group. Red Box Fantasy is designed to have a smaller range of power amongst player characters. This means it's hard to create a bad character, but it also means you can't really create a world beater either. The characters have more survivability at low levels as well. In fact, the preferred method of rolling up characters stated in the Player's Portfolio give the characters no negative ability modifiers, and no modifiers above +2. This could be a sticking point for some players or groups.</p><p></p><p>So far there are three products out for Red Box Fantasy. There is the Player's Portfolio, the Gamemaster's Guide, and the Big Book of Baddies. Each book is paperbound and ranges from around 150 to 170 pages. They also cost only $15 per book of $5 for the pdf versions. They are produced independently so the production values aren't the best, but they are a lot better than what I was expecting. The Player's Portfolio is available for pdf download for free. This was all we had when we ran through Temple of Elemental Evil, and is really all you need to start playing old adventures with the new system.</p><p></p><p>The biggest change from D&D to Red Box Fantasy is character creation. You don't choose a race and a class. Rather you choose an "archetype." Archetypes include both the race and the class. What this means is what would otherwise be the same class has changes from race to race. Sometimes the changes are small and sometimes the changes are larger. This gives a very distinct feel to some of the archetypes. The dwarven rogue equivalent is really a crossbow wielding trapfinding ranger. The halfling cleric equivalent is a mixture between a face rogue and a cleric. There are about 27 archetypes in the Player's Portfolio spread out among Humans, Elves, Dwarves, Halflings, and Gnomes.</p><p></p><p>Thematically, the biggest change are gnomes. In Red Box Fantasy, the gnomes are basically clockwork tinkerers in a steampunk sense. All the gnomish archetypes are based around this idea. You have Gnomish Gadgeteers, Gnomish Physicians, Gnomish Sappers, and Clockwork Gnomes. This does not pervade any of the other races, and you could change the effects to magical while keeping the mechanics the same.</p><p></p><p>Basically, if you would like to dust off some of your classic adventures, or maybe write something new with an older feel, check out Red Box Fantasy. Since the pdf of the Player's Portfolio is available for free download, you have nothing to lose.</p></blockquote><p></p>
[QUOTE="Reneshat, post: 5013014, member: 55068"] Red Box Fantasy RPG seems at once both familiar and new. It's characters and creatures are slightly more powerful than the equivalent AD&D or Rules Cyclopedia ones, but were pretty much made with those materials in mind. However, mechanically it holds many similarities with traditional d20 products. You have three saves, the ability score bonuses work the same way, with the difference being they stop going up after a score of 24 (bonus of +7). It seems in general, it was made to be an easily accessible way for a GM to take 3.5 players, and run them through older materials without all the hassle of having to convert them or teaching the players an entirely new system of mechanics from what they were used to. It runs quickly and smoothly. We managed to get through Temple of Elemental Evil over summer break, playing only 4 hours a week, with plenty of time left over to play other stuff as well. It only took a small amount of time for the players to adjust and get used to the differences in the rules. There was some small complaint from the optimizers in the group. Red Box Fantasy is designed to have a smaller range of power amongst player characters. This means it's hard to create a bad character, but it also means you can't really create a world beater either. The characters have more survivability at low levels as well. In fact, the preferred method of rolling up characters stated in the Player's Portfolio give the characters no negative ability modifiers, and no modifiers above +2. This could be a sticking point for some players or groups. So far there are three products out for Red Box Fantasy. There is the Player's Portfolio, the Gamemaster's Guide, and the Big Book of Baddies. Each book is paperbound and ranges from around 150 to 170 pages. They also cost only $15 per book of $5 for the pdf versions. They are produced independently so the production values aren't the best, but they are a lot better than what I was expecting. The Player's Portfolio is available for pdf download for free. This was all we had when we ran through Temple of Elemental Evil, and is really all you need to start playing old adventures with the new system. The biggest change from D&D to Red Box Fantasy is character creation. You don't choose a race and a class. Rather you choose an "archetype." Archetypes include both the race and the class. What this means is what would otherwise be the same class has changes from race to race. Sometimes the changes are small and sometimes the changes are larger. This gives a very distinct feel to some of the archetypes. The dwarven rogue equivalent is really a crossbow wielding trapfinding ranger. The halfling cleric equivalent is a mixture between a face rogue and a cleric. There are about 27 archetypes in the Player's Portfolio spread out among Humans, Elves, Dwarves, Halflings, and Gnomes. Thematically, the biggest change are gnomes. In Red Box Fantasy, the gnomes are basically clockwork tinkerers in a steampunk sense. All the gnomish archetypes are based around this idea. You have Gnomish Gadgeteers, Gnomish Physicians, Gnomish Sappers, and Clockwork Gnomes. This does not pervade any of the other races, and you could change the effects to magical while keeping the mechanics the same. Basically, if you would like to dust off some of your classic adventures, or maybe write something new with an older feel, check out Red Box Fantasy. Since the pdf of the Player's Portfolio is available for free download, you have nothing to lose. [/QUOTE]
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