All For One & One For All

In Renaissance France there was a group of heroes whose exploits were legendary. They fought tyranny, saved a nation, and lived both for each other and for their king. Their stories have been told many times over, and they are known by one famous cry:

"All for one, and one for all!"

Avalanche Press brings you the exciting world of the Kings Musketeers. Alexandre Dumas magical tales come alive in this newest d20 setting. Featuring an historical overview of Dumas Europe, details on the King
 

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This is not a playtest review.

All For One And One For All (AFOAOFA) is a sourcebook based on historical 17th century France and the novels of Alexandre Dumas (e.g. The Three Musketeers) by Avalanche Press.

AFOAOFA is a 64-page softcover book coming in at $16.95. The format is reasonably standard Avalanche stuff with wonky sidebars and a bit too much space around tables, but font and margins are pretty good. The internal mono art is also standard Avalanche, with period sketches and touched-up photos - all pretty banale. The front cover is somewhat less inappropriate than normal - the main figure is a musketeer with sword in hand, whilst the busty redhead on the side (no pun intended) is fairly representative of some of the scenes of bawdy romance from film adaptations of Dumas' novels. The quality of the writing is good, whilst the editing is average.

Part 1: France In The 1600's
This chapter begins with an historical overview of France, running from the beginning of the reign of Louis XIII in 1610 through to the end of the reign of Louis XIV in 1715. The text incorporates information on the infamous Cardinal Richelieu and the Thirty Years War between Catholics and Protestants. The chapter then moves on to more general aspects such as the influence of religion and philosophy, the class structure, the daily lives and troubles of the different classes (from commoner to king), law and justice, and disease. There are several sidebars covering aspects such as dress, cuisine, pastimes, and medicine.

Part 2: Character Classes
There are three main character classes - Noble, Priest, and Soldier (the standard core classes from D&D are obviously not available in this setting). Each class seems balanced against another and will shine in different circumstances. The noble benefits from social influence and resources, the priest from some spell-like abilities such as bless, bane, and aura of fear, whilst soldiers gain bonus feats much like a fighter but also gain in rank (and therefore power). There are also five 10-level prestige classes available:
* Cardinal - more powerful version of a priest with a dedicated guard and the power to excommunicate.
* Cardinal's Guard - the cardinal's dedicated guard who gain ranks more quickly than soldiers but slower feat progression. They also gain a masterwork weapon, free Grace feat (see below), and the ability to bless others at higher levels.
* Intendent - a spy/assassin who works for a cardinal, skilled in the use of poison, and with some divine inspiration.
* King's Musketeer - a sort of cross between the soldier and the noble in terms of class features, with bonus feats and social influence. These are the heroic musketeers of film and novel, an elite cadre of the Royal Army.
* Physician - has basic medicinal training (mainly in amputation) with spell-like ability to cure wounds and treat disease.

Part 3: Outfitting The Character
Ten new feats are given, most of which integrate with the Panache system first introduced in Avalanche's Black Flags sourcebook (the Panache system is detailed again later in AFOAOFA). These include such combat feats as the Caracole (firing two muskets at once from a wheeling horse) and Trick Shot (shooting down a chandelier, a ricochet shot, etc.) whilst general feats include Amputate and Grace ("a +2 Racial Bonus to all Charisma checks"). There is also a fairly lengthy sidebar explaining why alignment is not used as a factor in this campaign setting. Five new skills are given - Brewing, Bribe, Etiquette, Gossip, and Seduction. The author gives his reasons for not using existing skills to cover these areas in some cases but certainly I would have liked to have seen Craft (Brewing) or Profession (Brewer), and Knowledge (Etiquette), whilst I don't entirely agree with the reasoning behind the remaining skills being new. A list of new equipment for the setting is given with prices in the appropriate monetary values for the setting only, and there is a sidebar listing equipment not available from the standard equipment pricelist in Core Rulebook I.

Part 4: Style And Substance
After a brief discussion on what period within the given time frame would best suit your idea of the campaign you want to run, the book re-introduces the Panache system first revealed in Avalanche's 'Black Flags' sourcebook on pirates in the Caribbean. The system seems more suited to this setting than the Black Flags one. Essentially, the system allows characters to add unnecessary flair to various actions. The system allows the character to build up a pool of Panache Points from performing swashbuckling actions (giving a penalty to that action, but looking impressive). Panache Points can later be spent to gain a bonus to a Charisma check, Reflex save, an ally's attack roll or skill check, or temporarily gain a Panache feat (which includes some standard feats such as Dodge and Far Shot, as well as the new ones offered in Part 3). Panache Points are dependent on the number of witnesses to the display, the level of the opponent in combat, and the character's own level. Each of these factors can influence the number of Panache Points gained or lost by the display. I'm not a great fan of expanding the ruleset with this sort of complexity - I would have preferred a simpler feat-based reflection of swashbuckling actions, but this system will appeal to some. I did feel its use enhanced the politically-oriented mood of the setting.

The chapter contains further rules for grievous bodily harm (to reflect damage from firearms, which may be fatal above and beyond the base damage they do), gangrene, firearms, cannon, and disease. The rules for firearms and cannon include discussions on accuracy, misfires, and loading. Diseases covered are scarlet fever, smallpox, pneumonia, tubercolosis, and influenza. The rules for the diseases can be pretty deadly - its not much fun or heroic for a PC to die of a disease, however realistic. The rules for firearms and the related grievous bodily harm rules are overly complex for my liking, but I'm sure will appeal to others.

Part 5: Adventuring In 17th Century France
The chapter begins with a description of some of the most important locations in the Chateau de Versailles, Louis XIV's palace. The chapter ends with eight fairly well-developed adventure ideas, including advice on which character types are best suited to the adventure.

Appendix 1: Characters From The Novels
This appendix gives stats and descriptions for Cardinal Richelieu, D'Artagnan Of Gascony, Athos, Porthos, and Aramis. Each character gets two sets of stats - one for play in line with their ages in 'The Three Musketeers' period, the other for use in 'The Man In The Iron Mask' period.

Appendix 2: The Life Of Alexandre Dumas, gives a one-page biography of the novelist who influenced AFOAOFA.

Conclusion:
AFOAOFA is to my mind the best sourcebook Avalanche have produced so far. There are still a few rules that could be better clarified (or to my mind simplified) but it does not suffer from the gross mistakes of some of their other sourcebooks and makes some interesting uses of the d20 ruleset for this historical setting. The classes and prestige classes seem interesting to play and there are some good adventure ideas and historical information on which a GM can build a campaign set in 17th century France and the world of the Three Musketeers.

Even the rules which I found overly complex in Black Flags seem to work better in AFOAOFA because politics, reputation and social interaction are at the heart of this setting and the use of aspects such as rules for cannon should be less important in game play.
 

How would the classes stand up to D&D ones? How easy to add in to a normal campaign would they be? Are they comparable, closer to NPC classes in power, or somewhere in between?
 

Hi Voadam

The noble and the priest would be roughly equal to an NPC class in power. The Soldier would be closest to a PC class (pretty close to Fighter).

That is, if you are talking about a campaign/adventure where combat is the main order of the day and you have standard D&D classes running alongside. The noble and the priest would be much more powerful if playing in a very political/social campaign or adventure only. This is reflected by the fact that the adventure ideas at the end tend to recommend one type of class for use with a particular scenario.

Essentially, the classes as provided are best suited to the campaign setting, and would suffer in a world where magic was commonplace, or monstrous combat the order of the day. I would not recommend buying this book to use rules from it in D&D (though there are a few rules here and there which could be borrowed), but Parts 1 and 5 give some great setting and adventure ideas that could be borrowed and mutated for other campaigns/adventures.

Hope that helps.

Simon Collins
 

I must confess, I have a weakness for French literature. Or at least certain French authors, including Alexandre Dumas (considering he was sort of a 'pulp' writer, at least by the of his day, it might be a stretch to call his stuff 'literature', but it's fun to read). I've read everything of his I could find, which was surprisingly little, beyond the Musketeers and the Count of Monte Cristo. Still, with some effort, I turned up such things like Chicot the Jester, who was actually more of a spy.

I don't remember how many books of his I've read, probably around 20-25. Part of the trouble is that I could never get an entire series, or get them in order. (They're even hard to find on the internet..., considering the guy wrote 100s of works). But what I could find, I enjoyed a lot. So, when I heard there was a "Dumas" supplement for d20 from Avalanche Press a couple years ago, I was thrilled, and put it on my want list. However, at the time, it was sorta pricey ($17 for 64 pages, and frankly, their quality isn't generally great) and since my attempts to weasel a review copy out of them were unsuccessful (like 99% of my attempts), I never got around to buying it.

Until, I saw it on sale at Stiggy Baby's for what, I think $6 or so. So I couldn't resist, and it actually turned out to be one of AP's better books (though I also got a couple others that were not their best). And of course, it suffers from the same problem that affects most of their d20 sourcebooks - simply not big enough to cover the subject. 64 pages is better than some of their earlier, 48 page efforts, and it's only about a century or so of French history, but it's still could (and should have filled) a much larger book.

The first 17 pages gives an overview of the setting, essentially 17 century France. Essentially the first half of the century, Louis XIIIth ruled France, along with the sinister Cardinal Richlieu. They both died around the same time, middle of the century, and Louis XIV and Cardinal Mazarin took over. Mostly Mazarin at first, since Louis XIV was a kid.

It was something of a tumultuous period (though every period seems to be that way in France), what with the reformation and all. France was a Catholic country, and frequently persecuted Protestants, but sort of off and on. For a while they were allied with the Protestants to annoy Germany. At any rate, there's a lot of turmoil and strife and lots of room for intrigue.

The book does a good job of recapping what happened in that period, and is interesting to read. It doesn't really cover the geography of the area at all, which is disappointing, because one of the 4 Musketeers (D'Artganan) went to great lengths to say he was actually a "Gascon". The relevance of this isn't explained in the book.

About half the book is new rules for d20. Something like this probably should have used d20 Modern, but instead it uses D&D 3.0 (I'm not sure d20 Modern was out at the time). It does however, throw out most of the old classes (all but the Rogue, Expert and Commoner) and comes up with 3 new ones: Noble, Priest, Soldier.

There are a lot of different versions of the Noble for d20, all mostly variants of the Aristocrat NPC class. This is no different in that regard, but is a very interesting take, as one of the special abilities of the nobles is "Paramours" - one for every 3 levels of Noble class.

The Soldier is essentially a fighter with some tweaks. The Priest doesn't have spells, but has all sorts of magical powers - healing, blessing, etc. Which really don't fit the source literature or the real world all that well (some could perhaps do it, since the real world legends are the basis for things like "laying on hands" to begin with, but not every single Priest).

There's a host of prestige classes, some rather silly, like "Cardinal", but others are more plausible, like the "Musketeer" class (which is a very good example of what a prestige class is in real life terms)

"Panache" is introduced as a way of making the game more swashbuckling. Unfortunately, the rules are insanely complex, though they have some nice ideas. Basically, by taking a penalty on one roll, the player gets a small bonus (half the initial penalty) on their next related roll and if successful, earns some "Panache Points". Just how much is the most convoluted part - you have to look them up on a series of tables. But then you can spend them on things, the most interesting of which is being able to temporarily purchase a feat.

There are several rules for making d20 deadlier. "Grievous Bodily Harm" is a system introduced to simulate the nastiness of the time. Basically whenever someone takes so much damage, they need to make a reflex save, and if they fail, they suffer from a major wound, and probably have to have the limb in question amputated to avoid gangrene.

There's also rules for a variety of nasty real world diseases/afflictions, including Scarlett Fever, which I managed to catch twice (and is not much fun). Also covered are Small Pox, TB, the flu and Pneumonia.

There's about 6 pages of adventure hooks for possible adventures. Some are based on real life events, which is sorta neat.

Rounding out the book are stats for the 4 Musketeers and the dreaded Cardinal Richlieu.

The cover is by "famed Heavy Metal artist" Lorenzo Sperlonga, and is actually one of his more plausible and fitting covers. While it features the obligatory pneumatic woman based on a playboy model (this time, Tylyn John, if I'm not mistaken. Not that I ever read playboy. Though much more pneumatic than her pictures I didn't see. She's also an actress, she played "The Redhead" in Rising Sun. And IIRC, from the magazine I didn't read, she used to date Barbra Streisand's husband's son. Something or other Brolin. Josh?).

Actually though, most of the cover is of a musketeer, which actually bears a great resemblance to me. At least if I had better hair. And were better looking. But the facial hair is the same, which is deliberate, since I grew it that way because of Dumas.


All in all, a fairly decent book, crippled by the usual problems of Avalanche's d20 stuff - not covering the subject thoroughly enough because of the small page count of the book, and perhaps by using the "base" version of d20 (ie, D&D), which is perhaps not the best suited for real world games. Definitely not worth the cover price, but well worth what I paid for it, which is apparently the "new" list price, since Avalanche seems to have discounted most of their d20 stuff as they exit the RPG market.

It's really probably most useful as a supplemental book for d20 Past when it comes out.
 

APs ridiculous cover art

Though I'm not generally one to literally "judge a book by its cover," I have to admit I have never been able to bring myself to buy any of Avalanche Press's d20 books due strictly to the ludicrously cheesy cover art. What were they thinking?!?

"Anyone this desperate for sales must be trying to hide a really bad book," I always thought.

Given your review and Stiggybaby's price, it may be time to reconsider. Thanks.

As a sidenote, those strictly into RPGs may not know that Avalanche Press is a very well-regarded publisher of award-winning, serious, historical board wargames -- which makes their bizarre approach to the d20 market even more mysterious.

Carl
 

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