Adventure - Trinity, Aberrant, etc


log in or register to remove this ad

Adventure! was my first exposure to the StoryTeller system. I never got to play it, but I can say that it was probably the most enjoyable RPG read I've ever had.

That said, I still wasn't all that interested in StoryTeller as a system (I found it remarkably obtuse for what I'd been led to believe was a "lite" system), so I'm pretty stoked about the d20 version. The preview seemed to have some pretty strong d20-fu, too, which is encouraging.
 

buzz said:
Adventure! was my first exposure to the StoryTeller system. I never got to play it, but I can say that it was probably the most enjoyable RPG read I've ever had.

That said, I still wasn't all that interested in StoryTeller as a system (I found it remarkably obtuse for what I'd been led to believe was a "lite" system), so I'm pretty stoked about the d20 version. The preview seemed to have some pretty strong d20-fu, too, which is encouraging.
Actually the system is simple it's just odd at first. Each skill has a attribute linked to it...so say Intellect for Languages. If you have a 4 Int and 3 Languages you would roll 7d10 for your checks. By 3rd ed they had made it standard that 7s are always the target number, barring mods by the GM. So you rol your 7d10 and look at the results. 1 5 7 9 6 0 9 comes up. The 1 cancels the 0 as it is the highest and you're left with a 7 and 2 9s or 3 successes. Some stuff you just need to succeed, some are contested rolls (ie their dodge would need to beat your 3 successes) etc.

To be slightly more complex...skills or attributes you have 4 or higher can have a specialty..like sumerian for Languages. If you have a 0 come up on a roll dealing with Sumerian, since it is your specialty and you know it inside out, keep the 0 result and roll that die again. This is one of the few times (besides damage) that rolling a 1 won't hurt you as only successes count on the specialty roll.

Ok so not THAT simple, but then again neither is D&D.

Hagen
 

SSquirrel said:
By 3rd ed they had made it standard that 7s are always the target number, barring mods by the GM. So you rol your 7d10 and look at the results. 1 5 7 9 6 0 9 comes up. The 1 cancels the 0 as it is the highest and you're left with a 7 and 2 9s or 3 successes. Some stuff you just need to succeed, some are contested rolls (ie their dodge would need to beat your 3 successes) etc.
Actually, in Adventure! and Exalted (and I suppose Trinity and Aberrant as well), ones do not cancel successes. Instead, if you roll no successes as well as one or more ones, you botch (instead of ones outnumbering successes). So the roll in your example would give four successes (five in Exalted, because 10s count double there).
To be slightly more complex...skills or attributes you have 4 or higher can have a specialty..like sumerian for Languages. If you have a 0 come up on a roll dealing with Sumerian, since it is your specialty and you know it inside out, keep the 0 result and roll that die again.
Again, not in the Adventure!/Exalted versions of Storyteller. Instead, you can have up to three specialties per ability (and you don't have to have 4 in the ability to begin with). Each specialty that applies in a situation give you an extra die. At least in Exalted, specialties can be identical (so you can have two specialties in "swords" and get +2 dice when fighting with swords), not sure they can in Adventure!
 

buzz said:
Adventure! was my first exposure to the StoryTeller system. I never got to play it, but I can say that it was probably the most enjoyable RPG read I've ever had.

That said, I still wasn't all that interested in StoryTeller as a system (I found it remarkably obtuse for what I'd been led to believe was a "lite" system), so I'm pretty stoked about the d20 version. The preview seemed to have some pretty strong d20-fu, too, which is encouraging.
Any game system that's around for 13 years is going to have a little weight to it, "lite" or not.
 

Is there anyone else out there who's got the Adventure D20 book yet who's found how youplay a pilot? Okay, there's the Ace PrC, but none of the base classes have Pilot as a class skill? How do you qualify for it? At 10 ranks toget in you couldn't get into it until 18th level!!

Am I just missing something? Is there a feat or something that give you access to it Pilot as a class skill??

Ben
 

Von Ether said:
Any game system that's around for 13 years is going to have a little weight to it, "lite" or not.
True. Still, I was a bit surprised how convoluted some things were. It's probably just me, though. :)

So, anyone have it yet?
 

buzz said:
True. Still, I was a bit surprised how convoluted some things were. It's probably just me, though. :)

So, anyone have it yet?

I man-handled and carressed it at the game store, but chose to hold off on buying. :p
 

buzz said:
True. Still, I was a bit surprised how convoluted some things were. It's probably just me, though. :)

So, anyone have it yet?
No, it's not just you. I think the white wolf system is more complex than it needs to be. Though it seems they are making the system simplier with each new line instead of the other way around.
 
Last edited:

Now see I've played Vampire and such since 2nd Ed came out...and I know that I never really saw the game as all that complex. Rolemaster sure, but not the Storyteller system.

Now when I look at Exalted, it kinda makes my brain hurt. That system seems way more complex than Vampire or even Aberrant ever struck me as being.

Trinity I never owned or had a chance to play and Adventure! wasn't my cup of tea as I'm not huge on the pulp thing like some of my friends. BUt d20 Aberrant I pray is good.

Hagen
 

Remove ads

Top