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d20 Dark*Matter: ongoing review
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<blockquote data-quote="Roudi" data-source="post: 3123773" data-attributes="member: 12423"><p>As I go through some of the fluff, I keep finding more things that haven't been updated. For instance, in one section it claims that the Human Genome Project will be "completed by 2005" when we all know it is already finished.</p><p></p><p>About the crunch: a lot of attention is given to psionic characters (especially the battlemind) in the new feats and powers. It might just be my personal taste in the setting, but I feel Dark*Matter is more about normal people against the darkness, not super-psions against the darkness. To each their own, I suppose.</p><p></p><p>The Field Antiquarian AdvC reminds me of a Giles/Wesley type character. He's a bit like the Bard's Bardic Knowledge ability turned into its own class with some bonus languages, bonus feats, and the Charismatic Hero's Favor ability thrown in for good measure. I'm actually surprised to see so few knowledge skills in the Field Antiquarian's class skill list, and to see no abilities that apply knowledge skills to combat (though I suppose the Field Antiquarian could be called on to pull a supernatural foe's weak spot out of his bum once a week). Of all the classes, I might actually consider using this one.</p><p></p><p>The Field Guide reinforces my belief that even advanced classes should have talent trees. Its static progression of abilities that don't really fit my idea of a "field guide" turn me right off this class. He basically gets some contacts, a jury-rigging ability (?), the Dedicated Hero's Cool Under Pressure talent, a bonus or penalty to reputation, and a boost to action point dice. The Track feat isn't even in the bonus feat list (but a lot of vehicle feats are, something that actually makes a bit of sense for the class). I could tolerate the above abilities if they were part of larger talent trees (which also involved more tracking and wilderness survival abilities).</p><p></p><p>The three prestige classes didn't impress me much. They've been addressed by others in this thread, so I won't bother reviewing them. Needless to say, when the latest SFX Skills book is finally released, I will have all three traditions covered in far more detail than these classes could ever provide.</p><p></p><p>Spells & Powers: blah. A few reprints from Urban Arcana, some original voodoo-related material, a lot of psi-blade interaction. Not my cup o' tea.</p><p></p><p>Equipment: decent offerings here. I was surprised to see six different types of ammuntion here, including types that don't directly relate to fighting the supernatural. Hunter's Kits are a nice touch, giving folks an idea of what equipment one should be taking when setting out on certain missions. The new drugs are very interesting and might actually see use in one of my games.</p><p></p><p>Beyond that, the only thing I have to say is that I wish the book didn't rely so heavily on referencing creatures from the Menace Manual. I would have liked to see some original monsters in here. However, as I understand it, a lot of MM creatures were drawn from Dark*Matter to begin with, so I can kind of understand.</p></blockquote><p></p>
[QUOTE="Roudi, post: 3123773, member: 12423"] As I go through some of the fluff, I keep finding more things that haven't been updated. For instance, in one section it claims that the Human Genome Project will be "completed by 2005" when we all know it is already finished. About the crunch: a lot of attention is given to psionic characters (especially the battlemind) in the new feats and powers. It might just be my personal taste in the setting, but I feel Dark*Matter is more about normal people against the darkness, not super-psions against the darkness. To each their own, I suppose. The Field Antiquarian AdvC reminds me of a Giles/Wesley type character. He's a bit like the Bard's Bardic Knowledge ability turned into its own class with some bonus languages, bonus feats, and the Charismatic Hero's Favor ability thrown in for good measure. I'm actually surprised to see so few knowledge skills in the Field Antiquarian's class skill list, and to see no abilities that apply knowledge skills to combat (though I suppose the Field Antiquarian could be called on to pull a supernatural foe's weak spot out of his bum once a week). Of all the classes, I might actually consider using this one. The Field Guide reinforces my belief that even advanced classes should have talent trees. Its static progression of abilities that don't really fit my idea of a "field guide" turn me right off this class. He basically gets some contacts, a jury-rigging ability (?), the Dedicated Hero's Cool Under Pressure talent, a bonus or penalty to reputation, and a boost to action point dice. The Track feat isn't even in the bonus feat list (but a lot of vehicle feats are, something that actually makes a bit of sense for the class). I could tolerate the above abilities if they were part of larger talent trees (which also involved more tracking and wilderness survival abilities). The three prestige classes didn't impress me much. They've been addressed by others in this thread, so I won't bother reviewing them. Needless to say, when the latest SFX Skills book is finally released, I will have all three traditions covered in far more detail than these classes could ever provide. Spells & Powers: blah. A few reprints from Urban Arcana, some original voodoo-related material, a lot of psi-blade interaction. Not my cup o' tea. Equipment: decent offerings here. I was surprised to see six different types of ammuntion here, including types that don't directly relate to fighting the supernatural. Hunter's Kits are a nice touch, giving folks an idea of what equipment one should be taking when setting out on certain missions. The new drugs are very interesting and might actually see use in one of my games. Beyond that, the only thing I have to say is that I wish the book didn't rely so heavily on referencing creatures from the Menace Manual. I would have liked to see some original monsters in here. However, as I understand it, a lot of MM creatures were drawn from Dark*Matter to begin with, so I can kind of understand. [/QUOTE]
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