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DarkMatter d20?
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<blockquote data-quote="arscott" data-source="post: 3078750" data-attributes="member: 17969"><p>I did a pretty extensive writeup of what's new and what's reprinted somewhere in the "Dark Matter d20 ongoing review" thread.</p><p></p><p>Even though I've already got the old book, from a non-selfish standpoint, I'm happy that they chose to reprint instead of rewrite. Dark Matter is a cool setting and players shouldn't be forced to hunt down an out of print book to experience that coolness themselves.</p><p></p><p>I like most of the new mechanics. The feats, spells, and powers are all cool and/or useful, and my only complaint is that there weren't more. Most of the races are good--I could say bad things about the fraal, but i've said those same things about the fraal in Menace Manual and the fraal in d20 Future, and you can count the number of people who hate those two books on one hand. The antiquarian sucks, but you can just take another level of smart hero instead.</p><p></p><p>I realize that they're not being particularly faithful to the magic system, but that's not something I really expected, and it only matters to pendantic folks like me. And we can buy Heap's SFX Skills PDFs [if they ever come out]. That said, it'll be a lot easier to give my magical baddies levels in Diabolist than to spend a few hours fiddling about with skill points, so expect the PrCs to see some use in my games anyway. My only major gripe with them is that they're written for a version of Dark Matter that didn't include the Mage or Accolyte, and could use some buffing up to compensate.</p><p></p><p>the non-lethal damage thing doesnt' actually bother me at all. I agree with Heap that they should just stick a sidebar at the front of all their books and be done with it, the way they do for swift and immediate actions in D&D. And unlike earlier books, confusing lethal and non-lethal damage here doesn't have much of an effect--The whelm spells remain just as useful, and Hot Running confers benefits beyond non-lethal damage removal.</p></blockquote><p></p>
[QUOTE="arscott, post: 3078750, member: 17969"] I did a pretty extensive writeup of what's new and what's reprinted somewhere in the "Dark Matter d20 ongoing review" thread. Even though I've already got the old book, from a non-selfish standpoint, I'm happy that they chose to reprint instead of rewrite. Dark Matter is a cool setting and players shouldn't be forced to hunt down an out of print book to experience that coolness themselves. I like most of the new mechanics. The feats, spells, and powers are all cool and/or useful, and my only complaint is that there weren't more. Most of the races are good--I could say bad things about the fraal, but i've said those same things about the fraal in Menace Manual and the fraal in d20 Future, and you can count the number of people who hate those two books on one hand. The antiquarian sucks, but you can just take another level of smart hero instead. I realize that they're not being particularly faithful to the magic system, but that's not something I really expected, and it only matters to pendantic folks like me. And we can buy Heap's SFX Skills PDFs [if they ever come out]. That said, it'll be a lot easier to give my magical baddies levels in Diabolist than to spend a few hours fiddling about with skill points, so expect the PrCs to see some use in my games anyway. My only major gripe with them is that they're written for a version of Dark Matter that didn't include the Mage or Accolyte, and could use some buffing up to compensate. the non-lethal damage thing doesnt' actually bother me at all. I agree with Heap that they should just stick a sidebar at the front of all their books and be done with it, the way they do for swift and immediate actions in D&D. And unlike earlier books, confusing lethal and non-lethal damage here doesn't have much of an effect--The whelm spells remain just as useful, and Hot Running confers benefits beyond non-lethal damage removal. [/QUOTE]
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