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d20M: new Talent Trees?
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<blockquote data-quote="Psion" data-source="post: 3526809" data-attributes="member: 172"><p>Well, I have it now, but I'm probably going to be too busy putting together GenCon games to throw a formal review together in the near term.</p><p></p><p>Any specific questions?</p><p></p><p>The book introduces classes similar to the existing D&D classes using classes formatted similar to D20 Modern base classes, but using new adjectives that aren't strictly associated with one stat... like cunning hero (rogue), savage hero (barbarian), warlike hero (fighter), learned hero (wizard), etc. There are a few of the classes that represent different archetypes or make them work (like shadowborn, which makes things like blackguard, shadow dancer, assassin, and dragon disciple work).</p><p></p><p>(As a side note, if you prefer these as advanced classes, it has notes on how to do that, too.)</p><p></p><p>There are examples in the book on how to approximate most of the core and prestige classes in the SRD. In viewing those, it because pretty plain how specific these builds are, and that there is plenty of room to make unique concepts of your own.</p><p></p><p>The example builds depends on "plus" feats presented in the book, similar to the ones in D20 Future. One can see how they are sort of necessary to make some of the approximations tick.</p><p></p><p>The book does reference talent trees out of the POSTMODERN talent tree compendium for many of the classes.</p><p></p><p>I'm a little uncomfortable with the way magic works out... it feels a little forced, and inferior to magic advanced classes for d20 modern. Not sure what else the author could have done, though.</p><p></p><p>It's a snazzy little book. I've complained at various times about how certain classes REALLY need to be more flexible (bard, monk, I am looking at you.) This book fills that need, opening up a variety of archetypes without having to have dozens of new base classes to do it.</p><p></p><p>In the end, its like a half-step between D&D and True20, and sort of keeping better aspects of both. The classes with talent trees have some implicit structure you don't get out of True20, and keeps a lot of D&D "good stuff" that True20 tosses, but you get a lot of the "free combination" ability that True20 affords you.</p><p></p><p>I'd say if the way Grim Tales captured some D&D class abilities (you are a Grim Tales fan, aren't you?), but would like to see the concept taken further, but aren't uncomfortable with new base classes or modeling advanced classes like base classes, it's probably worth the price tag.</p><p></p><p>Edit: Heck, that's 80% of a review right there.</p></blockquote><p></p>
[QUOTE="Psion, post: 3526809, member: 172"] Well, I have it now, but I'm probably going to be too busy putting together GenCon games to throw a formal review together in the near term. Any specific questions? The book introduces classes similar to the existing D&D classes using classes formatted similar to D20 Modern base classes, but using new adjectives that aren't strictly associated with one stat... like cunning hero (rogue), savage hero (barbarian), warlike hero (fighter), learned hero (wizard), etc. There are a few of the classes that represent different archetypes or make them work (like shadowborn, which makes things like blackguard, shadow dancer, assassin, and dragon disciple work). (As a side note, if you prefer these as advanced classes, it has notes on how to do that, too.) There are examples in the book on how to approximate most of the core and prestige classes in the SRD. In viewing those, it because pretty plain how specific these builds are, and that there is plenty of room to make unique concepts of your own. The example builds depends on "plus" feats presented in the book, similar to the ones in D20 Future. One can see how they are sort of necessary to make some of the approximations tick. The book does reference talent trees out of the POSTMODERN talent tree compendium for many of the classes. I'm a little uncomfortable with the way magic works out... it feels a little forced, and inferior to magic advanced classes for d20 modern. Not sure what else the author could have done, though. It's a snazzy little book. I've complained at various times about how certain classes REALLY need to be more flexible (bard, monk, I am looking at you.) This book fills that need, opening up a variety of archetypes without having to have dozens of new base classes to do it. In the end, its like a half-step between D&D and True20, and sort of keeping better aspects of both. The classes with talent trees have some implicit structure you don't get out of True20, and keeps a lot of D&D "good stuff" that True20 tosses, but you get a lot of the "free combination" ability that True20 affords you. I'd say if the way Grim Tales captured some D&D class abilities (you are a Grim Tales fan, aren't you?), but would like to see the concept taken further, but aren't uncomfortable with new base classes or modeling advanced classes like base classes, it's probably worth the price tag. Edit: Heck, that's 80% of a review right there. [/QUOTE]
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