Adventure! D20--anyone got it? Opinions?

Von Ether said:
The chase rules look very tempting too.
That's because it came from Spycraft. ;)

As for being poor quality artwork, I thought it invoke the tone of the 1920's and 30's. I am a bit put off by those b&w photographs. I guess it's because I was tainted by Digital Burn who also used mediocre models on least impressive shots.

But like the original, it lacks a table of index. That ain't cool.
 

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Kaleon Moonshae said:
about adventure being supers. It was part of the abberant story chain originally, can't speak for d20 but I heard they didn't change it that much. Adventure! was the 1920s version of abberant and Trinity was the future version of abberant (even though trinity came long before, I still have one of the copies that is called Aeon before Aeon Flux sued WW).
Actually, in the origonal they changed quite a bit - like alot of white wolf games, they used 3 semi-diffrent systems to take care of things.

The book itself is kinda interesting - I dislike how they basicly attempted to re-do d20 Modern in some ways just so that they could say you don't have to buy d20 modern. Might have been good business sense, but it made for lousy design sense. Luckily, the modular nature of the d20 rules system means that porting it over is pretty easy - the only problem I forsee is figureing Action Points Vs. Inspiration/Dramatic Editing - they both do the same thing, in essence, but Inspiration seems to do alot more, and can be recoverd, while action points are fairly quick and easy to use.

As for the supers charge... Well, it's close, I guess. If your looking at really low-powered super-heroes. These guys might tear up a bar, not a city block, after all...

Eh, I guess the only real bad thing is that there's something of a lack of balance-type considerations for porting rules in and out - Inspiration is lovely, but when a template hands out bonuses to stats and supernatural abilites for no LA, I begin to wonder how I'm going to use this with my other games, without requireing that everyone become Inspired...
 

JoAT said:
The book itself is kinda interesting - I dislike how they basicly attempted to re-do d20 Modern in some ways just so that they could say you don't have to buy d20 modern. Might have been good business sense, but it made for lousy design sense.
True, there are small holes in the rules design that feels basically incomplete unless you have d20 Modern to fill those holes. If you want this book to be completely independent of d20 Modern, you got to plug those holes up, so it will be usable by Player's Handbook owners.


JoAT said:
As for the supers charge... Well, it's close, I guess. If your looking at really low-powered super-heroes. These guys might tear up a bar, not a city block, after all...
While the rulebook stated you need to be a 3rd-level character to experience the same power level of the starting PC in the Storyteller version, you're better off starting at 10th level. Ironic, it is the same as the default power level for Mutants & Masterminds.


JoAT said:
Eh, I guess the only real bad thing is that there's something of a lack of balance-type considerations for porting rules in and out - Inspiration is lovely, but when a template hands out bonuses to stats and supernatural abilites for no LA, I begin to wonder how I'm going to use this with my other games, without requireing that everyone become Inspired...
If you ask me, the game is self-contained within the Trinity Universe. That is not a bad thing.
 
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Ranger REG said:
If you ask me, the game is self-contained within the Trinity Universe. That is not a bad thing.

Oh, I know - however, I run many games in many settings, and the feeling of 'pulp action' almost always seems prevalient within them - I like to attempt to enhance this with new rules from various other sources, and would really have liked it if I could have dropped the capactiy for characters to become Inspired in, say, Eberron, or Urban Arcana, or even Dark Inheritance - it's just part of my gameing style. I like the templates, I do, but they did not make it very easy to plug & play, which means I have to decide if I want to attempt to fix things to my likeing, or just leave the game as is, and only use it for itself (which would make it dramaticly less useful, as far as I'm concerned).
 
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