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<blockquote data-quote="Turanil" data-source="post: 2011216" data-attributes="member: 9646"><p>BULLDOGS! REVIEW</p><p></p><p><em><strong>Bulldogs!</strong> "A New Breed of Sci-fi</em>", is a d20 science fiction supplement by Galileo Games. It is a soft-cover book of 216 pages. </p><p></p><p>I have an interest in d20 sci-fi games, and as such I will make in this review some comparisons between <em>Bulldogs!</em> and the other games I have (that is: Dragonstar, d20 Star-Wars, Traveller 20, and Blood & Space). Note that I didn't playtest the game.</p><p></p><p><strong><span style="color: green"><strong>1) The quality of the book itself:</strong></span></strong> Galileo Games appears to be a small publishing company, thus we can understand and forgive that <em>Bulldogs!</em> is but a soft-cover book (which cover is really too soft), with art just of average quality. On the other hand, the layout is clear and pleasant to read. I would say that <em>Bulldogs!</em>'s art and layout is better than that of Blood & Space, but slightly inferior to Dragonstar, and way under that of Star-Wars revised rulebook. Otherwise, where Blood & Space for example, conveys an ambiance of hard sci-fi, <em>Bulldogs!</em> conveys more an ambiance of pulp comic book.</p><p></p><p><strong><span style="color: green"><strong>2) The game:</strong></span></strong> In my opinion, one of the strongest point of <em>Bulldogs!</em>, is that it's based on D&D 3.0 /3.5 rules, yet retains a sci-fi flavor. See, Traveller 20 and d20 Star-Wars may be based on the d20 system, they are nonetheless independent games not really compatible with D&D material (such as monster books, really useful to populate planets). On the other hand, Dragonstar may be a supplement for D&D, you may be appalled at elves, hobbits, druids, and sorcerers piloting starships and wielding laser guns. (Then, Blood & Space is an in-between case. It is a toolkit that may be added to D&D, but probably requires more work on the part of the GM to use.) <em>Bulldogs!</em> however, can really be the solution for who wants a true sci-fi game (not Tolkien in space), yet would like to still use his basic D&D stuff rather than buy another score of books (as is the case for Star-Wars). I see <em>Bulldogs!</em> as a good purchase if you want to be able to reuse your D&D books (monster manuals and psi supplements jump to mind). </p><p></p><p><strong><span style="color: green"><strong>3) The Content:</strong></span></strong> <em>Bulldogs!</em> provides with sci-fi races, classes, skills, feats, equipment, starships combat and construction rules, and a basic description of a galactic setting with adventures ideas. </p><ul> <li data-xf-list-type="ul"><strong>RACES:</strong> 10 races are presented, from the human race belonging to this universe, to really weird species such as the slug-like Tetsuashans, plus a robot "specie" of course indispensable to a sci-fi setting. I must say that I don't find those races always so well designed in terms of game mechanics. For example, a specie of 3 feet tall humanoids gets the same +2 bonus to Strength and Constitution as a specie of 9 feet tall creatures from a heavy gravity world. Otherwise, these races were designed with fun and pulp comic-book flavor in mind (or so it seems), and remind of Star Wars weird species. In any case, if you don't like them, it's easy to create new races (at least their game mechanics) using a set of rules specifically designed for this purpose. <br /> </li> <li data-xf-list-type="ul"><strong>CLASSES:</strong> 8 classes are presented. The fighter and rogue come directly from the SRD, but include a selection of sci-fi skills and feats. Then, you get 6 new core classes: the Bounty Hunter (inspired from the ranger), Engineer, Gunner (who operates a starship's armament), Medic, Space-Pilot, and Space-Pirate (an hybrid of fighter and rogue). On the overall these classes are good, although I find the engineer and medic lacking creativity (taking ideas from other OGC would have not hurt; use of Skill Enhancement is abused!). And to note, it seems there is a typo concerning the engineer's saving throws (IMO he should get high Will saves rather than high Fort saves). I think <em>Bulldogs!</em>'s base classes are slightly better than that of Blood & Space and Dragonstar, but less original and interesting than those of d20 Star-Wars (I cannot really compare with Traveller 20, which is somewhat apart).<br /> </li> <li data-xf-list-type="ul"><strong>PRESTIGE CLASSES:</strong> There is 4 prestige classes: Assassin, Infocity-Acolyte, Mata-Hari, and Secret Agent. I am disappointed by these classes, despite they wield some interesting role-playing potential. Assassin comes from the SRD, but loses spells without compensation (it could have gotten 6 skill points per level instead of 4, for example). Infocity-Acolyte requires five Knowledge skills at 10 ranks each, that I find a restricting requirement, plus the class looks bland (despite being a great idea). Mata-Hari and Secret-Agent are better, but remain on the average side nonetheless (and a bit weak I think). Anyway, there is a free netbook of Dragonstar prestige classes out there, and once you get it, you probably have all you would need in terms of sci-fi prestige classes.<br /> </li> <li data-xf-list-type="ul"><strong>SKILLS & FEATS:</strong> There is a dozen new skills (or new uses of regular skills), plus 30 new feats. Some of them are good, some others not so good. For example, I like to get a <em>System</em> skill rather than a skill for using computers, plus another for using sensors, plus etc. (as is the case with T20 for instance). However, <em>Astrogate</em>, although a staple of sci-fi games, seems to be a waste of skill points (IMO: astrogation should only require a relevant computer software, and use of the System skill). When it comes to feats, some of them are interesting, like those for improving technological devices. Others could have been more thought out; two examples: <em>Drink Alcohol</em> could be geared toward all narcotic substances (not just alcohol), and maybe get a higher save bonus ; <em>Maximize Effect</em> states it can be used with "any technological device", and since energy weapons are obviously technological devices, it seems you could take this feat to do 8 points of damage with every shot rather than 1d8. This means the GM will have to evaluate these feats carefully before allowing them to players. <br /> </li> <li data-xf-list-type="ul"><strong>GEAR - EQUIPMENT:</strong> There is 46 pages of sci-fi equipment and weapons. This should cover everything you may think of for a sci-fi adventurer. This part is a strong point of <em>Bulldogs!</em>. <br /> </li> <li data-xf-list-type="ul"><strong>COMBAT:</strong> This useful, but too short (5 pages) chapter deals with a few combat rules concerning technological weapons, but also deals with radiation, low gravity, sci-fi traps, etc. <br /> </li> <li data-xf-list-type="ul"><strong>STARSHIPS:</strong> There is 8 pages about starship construction (for comparison, T20 provides 56 pages on starship design), and 22 pages about starship combat. The rules are clear and easy to understand, contrary to some others that gave me a headache. However, aside from that, I can't say these rules are <em>better</em>; they are just different in their approach. In any case, I think GMs will have to throw in some house-rules, where starship construction is concerned (I especially think that starships get too few hit-points). <br /> </li> <li data-xf-list-type="ul"><strong>SETTING & ADVENTURES:</strong> There is 10 pages of setting (a small galaxy) description, plus 10 pages of adventures ideas. For the setting, you get the basic idea, then will have to create your own setting by yourself. Since so many people love to create their own settings, I don’t see it as a bad point. If you like pre-generated settings, you can still use some Traveller pdf supplements, or go around on the Internet seek sci-fi homebrew worlds. </li> </ul><p></p><p><strong><span style="color: green"><strong>My conclusion:</strong></span></strong> If you still don't have any d20 sci-fi game, but you are considering for buying one, <em>Bulldogs!</em> is certainly the answer. Dragonstar Starfarer's Handbook is hardcover and of better quality when it comes to art; but it is about hobbits piloting starfighters and wizards recording spells in notebooks, which may not please everyone (including me, as you can guess). <em>Bulldogs!</em> enables to forget about D&D while keeping most of its rules and books (plus it's easy to convert dwarves and elves, and have wizards record spells on computers in <em>Bulldogs!</em> if you would like that anyway). On the other hand, if you have endless money, and want to just forget about D&D, d20 Star-Wars is of much better quality (hardcover and full color, photos and fine art, etc.; with more thoroughly play-tested rules, written by renown game designers). Traveller 20 also makes for a much different feel, but it borders on complexity, and some of its rules I don't like (weak classes, too many skills, too many weapon feats, etc.). Thus, I see <em>Bulldogs!</em> as a cool and inexpensive add-on, that won't bring you too far from D&D in terms of games mechanics, but will let you experience something else. </p><p></p><p>Turanil</p></blockquote><p></p>
[QUOTE="Turanil, post: 2011216, member: 9646"] BULLDOGS! REVIEW [I][B]Bulldogs![/B] "A New Breed of Sci-fi[/I]", is a d20 science fiction supplement by Galileo Games. It is a soft-cover book of 216 pages. I have an interest in d20 sci-fi games, and as such I will make in this review some comparisons between [I]Bulldogs![/I] and the other games I have (that is: Dragonstar, d20 Star-Wars, Traveller 20, and Blood & Space). Note that I didn't playtest the game. [B][color=green][b]1) The quality of the book itself:[/b][/color][/B] Galileo Games appears to be a small publishing company, thus we can understand and forgive that [I]Bulldogs![/I] is but a soft-cover book (which cover is really too soft), with art just of average quality. On the other hand, the layout is clear and pleasant to read. I would say that [I]Bulldogs![/I]'s art and layout is better than that of Blood & Space, but slightly inferior to Dragonstar, and way under that of Star-Wars revised rulebook. Otherwise, where Blood & Space for example, conveys an ambiance of hard sci-fi, [I]Bulldogs![/I] conveys more an ambiance of pulp comic book. [B][color=green][b]2) The game:[/b][/color][/B] In my opinion, one of the strongest point of [I]Bulldogs![/I], is that it's based on D&D 3.0 /3.5 rules, yet retains a sci-fi flavor. See, Traveller 20 and d20 Star-Wars may be based on the d20 system, they are nonetheless independent games not really compatible with D&D material (such as monster books, really useful to populate planets). On the other hand, Dragonstar may be a supplement for D&D, you may be appalled at elves, hobbits, druids, and sorcerers piloting starships and wielding laser guns. (Then, Blood & Space is an in-between case. It is a toolkit that may be added to D&D, but probably requires more work on the part of the GM to use.) [I]Bulldogs![/I] however, can really be the solution for who wants a true sci-fi game (not Tolkien in space), yet would like to still use his basic D&D stuff rather than buy another score of books (as is the case for Star-Wars). I see [I]Bulldogs![/I] as a good purchase if you want to be able to reuse your D&D books (monster manuals and psi supplements jump to mind). [B][color=green][b]3) The Content:[/b][/color][/B] [I]Bulldogs![/I] provides with sci-fi races, classes, skills, feats, equipment, starships combat and construction rules, and a basic description of a galactic setting with adventures ideas. [list] [*][B]RACES:[/B] 10 races are presented, from the human race belonging to this universe, to really weird species such as the slug-like Tetsuashans, plus a robot "specie" of course indispensable to a sci-fi setting. I must say that I don't find those races always so well designed in terms of game mechanics. For example, a specie of 3 feet tall humanoids gets the same +2 bonus to Strength and Constitution as a specie of 9 feet tall creatures from a heavy gravity world. Otherwise, these races were designed with fun and pulp comic-book flavor in mind (or so it seems), and remind of Star Wars weird species. In any case, if you don't like them, it's easy to create new races (at least their game mechanics) using a set of rules specifically designed for this purpose. [*][B]CLASSES:[/B] 8 classes are presented. The fighter and rogue come directly from the SRD, but include a selection of sci-fi skills and feats. Then, you get 6 new core classes: the Bounty Hunter (inspired from the ranger), Engineer, Gunner (who operates a starship's armament), Medic, Space-Pilot, and Space-Pirate (an hybrid of fighter and rogue). On the overall these classes are good, although I find the engineer and medic lacking creativity (taking ideas from other OGC would have not hurt; use of Skill Enhancement is abused!). And to note, it seems there is a typo concerning the engineer's saving throws (IMO he should get high Will saves rather than high Fort saves). I think [I]Bulldogs![/I]'s base classes are slightly better than that of Blood & Space and Dragonstar, but less original and interesting than those of d20 Star-Wars (I cannot really compare with Traveller 20, which is somewhat apart). [*][B]PRESTIGE CLASSES:[/B] There is 4 prestige classes: Assassin, Infocity-Acolyte, Mata-Hari, and Secret Agent. I am disappointed by these classes, despite they wield some interesting role-playing potential. Assassin comes from the SRD, but loses spells without compensation (it could have gotten 6 skill points per level instead of 4, for example). Infocity-Acolyte requires five Knowledge skills at 10 ranks each, that I find a restricting requirement, plus the class looks bland (despite being a great idea). Mata-Hari and Secret-Agent are better, but remain on the average side nonetheless (and a bit weak I think). Anyway, there is a free netbook of Dragonstar prestige classes out there, and once you get it, you probably have all you would need in terms of sci-fi prestige classes. [*][B]SKILLS & FEATS:[/B] There is a dozen new skills (or new uses of regular skills), plus 30 new feats. Some of them are good, some others not so good. For example, I like to get a [I]System[/I] skill rather than a skill for using computers, plus another for using sensors, plus etc. (as is the case with T20 for instance). However, [I]Astrogate[/I], although a staple of sci-fi games, seems to be a waste of skill points (IMO: astrogation should only require a relevant computer software, and use of the System skill). When it comes to feats, some of them are interesting, like those for improving technological devices. Others could have been more thought out; two examples: [I]Drink Alcohol[/I] could be geared toward all narcotic substances (not just alcohol), and maybe get a higher save bonus ; [I]Maximize Effect[/I] states it can be used with "any technological device", and since energy weapons are obviously technological devices, it seems you could take this feat to do 8 points of damage with every shot rather than 1d8. This means the GM will have to evaluate these feats carefully before allowing them to players. [*][B]GEAR - EQUIPMENT:[/B] There is 46 pages of sci-fi equipment and weapons. This should cover everything you may think of for a sci-fi adventurer. This part is a strong point of [I]Bulldogs![/I]. [*][B]COMBAT:[/B] This useful, but too short (5 pages) chapter deals with a few combat rules concerning technological weapons, but also deals with radiation, low gravity, sci-fi traps, etc. [*][B]STARSHIPS:[/B] There is 8 pages about starship construction (for comparison, T20 provides 56 pages on starship design), and 22 pages about starship combat. The rules are clear and easy to understand, contrary to some others that gave me a headache. However, aside from that, I can't say these rules are [I]better[/I]; they are just different in their approach. In any case, I think GMs will have to throw in some house-rules, where starship construction is concerned (I especially think that starships get too few hit-points). [*][B]SETTING & ADVENTURES:[/B] There is 10 pages of setting (a small galaxy) description, plus 10 pages of adventures ideas. For the setting, you get the basic idea, then will have to create your own setting by yourself. Since so many people love to create their own settings, I don’t see it as a bad point. If you like pre-generated settings, you can still use some Traveller pdf supplements, or go around on the Internet seek sci-fi homebrew worlds. [/list] [B][color=green][b]My conclusion:[/b][/color][/B] If you still don't have any d20 sci-fi game, but you are considering for buying one, [I]Bulldogs![/I] is certainly the answer. Dragonstar Starfarer's Handbook is hardcover and of better quality when it comes to art; but it is about hobbits piloting starfighters and wizards recording spells in notebooks, which may not please everyone (including me, as you can guess). [I]Bulldogs![/I] enables to forget about D&D while keeping most of its rules and books (plus it's easy to convert dwarves and elves, and have wizards record spells on computers in [I]Bulldogs![/I] if you would like that anyway). On the other hand, if you have endless money, and want to just forget about D&D, d20 Star-Wars is of much better quality (hardcover and full color, photos and fine art, etc.; with more thoroughly play-tested rules, written by renown game designers). Traveller 20 also makes for a much different feel, but it borders on complexity, and some of its rules I don't like (weak classes, too many skills, too many weapon feats, etc.). Thus, I see [I]Bulldogs![/I] as a cool and inexpensive add-on, that won't bring you too far from D&D in terms of games mechanics, but will let you experience something else. Turanil [/QUOTE]
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