Sidewinder, d20 Wild West Adventure
Publisher:
Citizen Games
Primary Credits: Eric A. Burns, W.B. 'Bat' Masterson, W. Jason Peck, and Geoff Spakes
Price: $24.95
Pages: 192 total
Yahoo! Group:
d20WildWest
I will start out my review of Sidewinder by saying I am a huge fan of gaming in the "historical" Wild West (Louis L'amour, the Magnificent 7, Silverado, etc). Therefore, when I first got word of Sidewinder I was very excited and, I must say, had high hopes and expectations for the product.
In case you don't decide to read to the end, my summary of the product is this: Sidewinder is both an excellent product, and an excellent value for the price. In addition to a full set of d20 Wild West rules, you also get a remarkable amount of historical background (really, a ton of good stuff here), two starting adventures, and a of couple maps of the Old West. In addition to using the d20 system, Citizen Games also acknowledged that they have used portions of Pinnacle's
Deadlands d20 Open Gaming Content. I don't own that particular game, so I can't tell you exactly what they used. However, making the two d20 Wild West games somewhat consistant with each other can only be a good thing. (EDIT: read the comment from Geoff below for what items were used from Deadlands. end Edit)
While I have a few items to be critical about the product, overall it gets
five stars from me. (Disclaimer, in case anyone cares: I am not affiliated with Citizen Games in any way and purchased my copy of Sidewinder.) On to the full review:
Overall Impressions:
The layout of Sidewinder is generally easy to read, without any background graphics between the lines, ala the Core Rule books from WOTC (which I found annoying). Occasionally their section titles within the chapters get a little confusing, with the sub-section headers larger than the main section headers. I don't know about you, but this is totally backwards from what I would expect. Also, the historical information from 'Bat' Masterson (see below) sometimes gets inserted in such a way that makes it a bit confusing to follow the main rulebook text. Finally, there are a few typos, but nothing drastic. These are small issues, however.
Citizen Games used an interesting and effective devise of having W.B. 'Bat' Masterson join their writing crew. Fans of the Old West will recognize that 'Bat' Masterson is one of the more famous lawmen and gunfighters of the era, and so must be accounted an expert on the subject. (The fact that he died long ago, of course, has no bearing on his expertise.) I found Bat's historical information to be highly entertaining and enlightening, and applaud whoever came up with the idea. Many of Bat's comments are drawn from a book he really wrote, titled
Famous Gunfighters of the Western Frontier, and so have an authentic ring to them. Any comments from 'Bat' are in a shaded box, so they are easily distinguishable.
Artwork:
The soft cover book has a glossy cover, that looks like a photo of what a leather book would be. The logo looks like a big, gold, western-style belt-buckle leaving no doubt this book is western through and through. The interior art-work is all black & white. Some are simple line drawings, others have more detail and shading. I think they look pretty good, but I'm not really interested in looking at the pictures -- so let's get on to the good stuff!
Introduction:
This chapter gives a very good introduction of life in the Old West. 'Bat' has many interesting stories to tell regarding the Code of the West and the common professions that can be found there. If you are like me, you will skip this (er, I mean save it for later) and move on to Chapter 1 to see the new character classes. Really, I enjoyed this section, but I came back and read it after I got through Chapter 6.
Chapter 1: Characters & Classes
There are five new PC classes: Maverick, Mountain Man, Rustler, Scout, and Wrangler. And, there are four new NPC Classes: Greenhorn, Hunter, Settler, and Soldier.
When creating a character, you begin by taking a "Background Pack". This consists of choosing one of the new NPC classes to reflect the PC's life before hitting the dusty trails. From this NPC Class you get maximum grit (or hit points, which ranges from d4 to d8), skill points equal to one level of the NPC class (ranging from 8 to 4 in direct opposition to the number of hit points, note: you do not multiply these background skill points by 4), and weapon proficiencies.
After that, you choose your PC class as normal. Since Sidewinder is a "realistic" wild west game, everyone is human and you follow the normal character creation guidelines for humans (bonus feat at first level, extra skill point).
Once you begin to advance levels, Sidewinder provides Class Virtual Feats about every other level, in two groups: Tier 1 and 2 abilities. Each Tier has different things you can choose at the appropriate level. Some item are feats, others are special class abilities. Tier 2 Abilities kick in at 11th level.
Overall, the classes seem well balanced with each other, although I haven't played all of them yet. And, allowing each player to customize his PC by choosing his own Tier abilities means that each Wrangler or Maverick will be very different. For instance, at 8th level a Maverick will have four Tier 1 Virtual Feats accumulated (in addtion to his normal feats that all d20 PC's get). These four Tier 1 VF's will be chosen from a list of 4 special abilities and 18 feats -- allowing for very different combinations.
Chapter 2: Prestige & NPC Classes
I talked a bit about the NPC classes above, since you need them to create a PC. There are also five new Prestige Classes: Brave, Bounty Hunter, Desperado, Gunslinger, and Lawman. These Prestige Classes add new special abilities, but are more defined. Therefore, unlike the base classes you do not get to pick your Tier abilities - they are assigned by PrC level. As with the base classes, these PrC's seem well thought out and fun to play. Be very afraid of a 10th level Gunfighter (overall, a 17th level character since Gunfighter has a prerequisite of +7 BAB) -- the Ranged Threat special ability is very scary. Basically, you get to treat the first range increment of your gun as Threatened (35' for a normal siz-ghooter). AoO's against anyone within 35' who draws one; throw in Combat Reflexes and a good Dex ..... you get the idea. It puts new meaning into "Nobody move!" ;-)
Chapter 3: Skills & Feats
There are 10 new skills and 34 new feats for you to sink your teeth into. Not surprisingly, they deal mainly with guns, gun fighting, and cowboy skills. Fast Draw is one most characters will be looking hard at. Interestingly, it is a cross-class skill for all PC classes so if you want to be quick on the draw it will cost you some skill points. In fact, the only Prestige Classes that have it as a Class skill are the Gunfighter and the Lawman. When we get to Chapter 5 Combat, you will see how important being fast on the draw can be.
New Skills include: Demolitions, Drive, Gamble, Gunplay, and Trailblaze.
New Feats include: Card Sharp, Combat Loading, Tough Hombre, Saddle-Bred, No Time to Bleed, DeadEye Shot, Fan Shot, and Snap Shot.
Chapter 4: Money & Equipment
As you would expect, a breakdown of the cost of common weapons and goods in the Old West. Also included is how to get a fancy six-shooter with Custom Grips (+1 to hit), a Hair Trigger (+1 Fast Draw), and a Shortened Barrel (+2 Fast Draw, reduces range) for you gunfighters out there.
I am finding that the skills Bluff and Intimidate are much more important in Sidewinder, than in a standard D&D game. Gunfights can be deadly (see below) and many a gunfighter has won a battle without drawing his weapon simply by intimidating the crap out of the reputation hunting kid who was facing him.
Chapter 5: Combat
One thing I wondered is: how will they make firearms more deadly? That is always a problem in D&D -- someone could hold a loaded crossbow to your fighter's head and he isn't really worried about it. Citizen Games reportedly wanted to use a split hit point system like Star Wars, but it wasn't part of the OGL so WOTC nixed it, leaving them with a fairly standard hit point system, with hit points referred to as Grit.
Here is what they did instead to make guns more deadly:
Any attack made with a firearm against an opponent who is denied his dex bonus (flat footed, stunned, etc) automatically does damage as if it had scored a Critical Hit (assuming you hit, of course).
This is very significant because they have added a Fast Draw Round to the beginning of combat. This is a partial round where you determine who goes first based on a Fast Draw skill roll. You can draw and fire your weapon as a partial action and if you win the fast draw skill check, your opponent is flatfooted. So, if you are fast on the draw, you will score an automatic critical hit if you hit your target. Once past the Fast Draw round, initiative proceeds as usual.
A normal six shooter does 2d6 damage with a x2 critical modifier, so 4d6 damage if you are flatfooted; Painful to even a fairly high level character. But wait, there's more:
When you are hit by a firearm, you must make a Fortitude save (DC=10+ damage inflicted). If you succeed, everything is fine. If you fail, you suffer 1d4 points of temporary Constitution damage and become
fatigued, per the d20 definition.
If you are already
fatigued and get shot again, you must make another Fortitude check (DC=10 + the new damage). Fail that and you take another 1d4 temporary Con damage and become
exhausted.
Once
exhausted, each and every time you are shot you must make another Fortitude check to avoid losing another 1d4 of temporary Con damage. Of course, as your Constitution goes down you lose Grit which just makes your situation worse. If your Constitution hits zero you are dead, no matter how much Grit you have left. So, you may have 80 Grit but if you have a 12 Constitution you could be dead after getting hit three times, with some unlucky rolls involved, no matter how much actual damage you have taken.
So for example, if you lose the fast draw round and get hit by a six-shooter, you will take 4d6 damage and have to make a Fortitude check vs. an average DC of 24 to avoid losing 1d4 Con and becoming
fatigued. Keep in mind as well, there is no magical healing to help you recover!
Of course, this explains why bushwhackers are so despised. A buffalo rifle does 2d10 damage with a x3 multiplier! 6d10 damage, anyone? Save vs. DC 43?
They have added a SideStep defensive bonus, that increases with level. Basically it is a dodge bonus that you don't lose even if flatfooted, to help offset the fact that there is no armor in the old west. Even so, gunfights are deadly, which is as it should be.
Chapter 6: The Roundup
In this chapter you will find rules on the effects of alcohol. Also, the various vehicles common at that time and the various maneuvers you can, and cannot, perform. Finally, there are stats for horses of various qualities and other common animals found in the Wild West.
Chapter 7: Dodge City
At this point, we are done with the rules portion of the book. However, Sidewinder has much more to offer as far as background information where you can base your campaign. Dodge City is certainly one of the most famous cities in Old West lore, and virtually every famous individual passed through during it's hey-day (or so it seems.) 'Bat' Masterson, himself a Sheriff of Ford County (which included Dodge) has many interesting stories about his days there, along with his friend Wyatt Earp. Included is a map of Dodge, in case you wish to game there.
Chapter 8: Shootout in Dodge City
This is an introductory adventure for 4-6 PC's (2nd to 4th level). For an included adventure it has an interesting story line, and is fun to play. The one complaint I have is (minor spoilers coming), the situation seems out of place in Dodge City. The plot depends on a low level Marshall of Dodge getting gunned down, and the PC's having to bring the criminals to justice because no one who lives in town has the courage to do it. This seems to fly in the face of the previous chapter, where we heard all about the famous and dangerous lawmen who walked the streets of Dodge; of the gunmen who frequented it's saloons. Yet the adventure claims no one has the guts to go after some two-bit rustlers. The obvious and easy fix is to move the scenario to a less famous town, one where it is easier to believe the locals are not up to the challenge presented.
EDIT: After posting my review I had an email conversation with the author of this chapter. He cleared up a few things for me, that helped me understand his adventure. First, he correctly pointed out that not all lawmen in Dodge were famous, brave, or gunfighters. There were pleanty of average guys who tried to do the job.
Second, he wrote, "The idea (at least in my mind while we were writing it) was to provide an opportunity for Players to create their own stories in a town like Dodge, not necessarily to recreate the history of the Wild West. That's one of the reasons were settled on circa 1875 for the adventure setting: it's right before Wyatt Earp was brought in (historically), so I hoped to create a situation where the PCs can take the place of Wyatt Earp in their Dodge campaign." This is a great idea, that I wish they would have explained in the book itself. I pass it along here, for those who might want to give that a try in a campaign. End EDIT.
Chapter 9: A Dusty Trail
This is a second adventure to get your Wild West campaign rolling. There are some fun twists thrown in, to keep your players a bit confused as to who are the good guys and who are bad.
Chapter 10: Cliffhangers
This chapter is dedicated to short teasers to give you ideas for a game. If you are looking for ideas, you should easily be able to get some ideas here.
Chapter 11: Extra Ammo
Sample characters, including backgrounds that are a great source for ready to go NPC's.
Finally, we get to the Bibliography. Here, Sidewinder lists many, many movies, TV shows, games, fiction and non-fiction books. You can use them to research the Old West or mine them for gaming ideas.
After the Glossary and Index you will find two maps of the Old West, and a Character Sheet. The first shows almost everything west of the Mississippi, and so is a bit hard to pick out details. The second map is a close up of the area where Colorado, Nebraska, and Kansas come together and is very easy to read and use. IIRC, this map was created by Geoff Spakes using CC2.
In conclusion -- well, I gave you that up above! If you actually read to the end, thanks for allowing me to share my thoughts.