PosterBoy
First Post
Darwin's World is a post acopolyptic d20 game. It is set in the future after the nations of the world destroyed isolationist America and ruined the environment to the point where we have lost oceans, vegetation, and species.
I was exicted because I love the Fallout series and post-apocolyptic games in general. When I saw the price of $5, I immediately jumped up and bought myself a copy.
If you are wondering, Darwin's World is 53 pages long, which comes out to $.09 a page. It is an electronic document format (Adobe Acrobat pdf). The cover art is excellent, but the rest of the art is sparse (I counted about 4 images) and mediocre in quality.
I will discuss each chapter briefly and discuss the low points and high points.
*INTRODUCTION*
This chapter primarily deals with the history of America after World War II, and how its isolationist policies and annoying facade earned itself a bleak end. This chapter, after reading it, made me crave more. The setting is interesting; however, the only concentrated information you find about Darwin's World is in this chapter. The addition of the setting to this document would have increased it's rating greatly; as it seems, you need to purchase the setting seperately. A common practice of course, but one feels left hanging for more information about this setting. All in all, this chapter is good.
*RACES*
I have a problem with this section; specifically, game balance. In this section, there are four races. You have your normal humans, and three levels of mutants. The problem with this, is that there is no balancing factor between the four races. It's almost like saying a third generation mutant (called a Neo Human, Homo Super Sapien, etc.) is as powerful as a human.
Each mutant has a number of beneficial mutations and defects. Most of the time, either the mutations and defects are equal in number, or the mutant has more mutations. This gives the mutants an edge against humans, despite the defects.
Once you have chosen a race, you choose a background next. This is where it bugs me most, because some backgrounds are not balanced and use odd ability score modifiers.
The thing about odd ability score modifiers, is if you put an odd number in an ability score in which you receive an odd ability score modifier, it is no longer a penalty. Say a background gives you a -1 to Intelligence. If you put a 17 in there, it becomes 16 - no penalty at all.
Backgrounds determine modifiers, additional abilities, automatic languages, favored class, and starting amount. An example of the unbalances:
The Radicals background applies a +1 to Strength, -1 to Intelligence, proficiency with all simple and martial weapons, all races, and 6d4 x 100 starting money.
The Ressurectors get a +2 to Intelligence, all the benefits of the Radicals background, and 6d8 x 100 starting money, not to mention a skill bonus.
Good ideas, but poor execution of the rules.
*CLASSES*
The first problem with classes (and races) is the use of alignment in Darwin's World. I feel that alignment only makes sense when it is an actual force instead of a concept. In Darwin's World, I feel alignment is out of place, because earth is morally ambiguous and has many shades of gray.
The classes are all okay, and I have only a few gripes with them. There are five classes: the Guardian, the Raider, the Scav, the Thinker, and the Trader.
The Guardian is your basic fighter class with a few changes. If they defend a friend or loved one, they get bonuses to their attack rolls and saving throws. They also get extra damage if they take a move equivalant action to aim a firearm. Finally, at their highest level, if they aim, they can make a ranged coup de grace.
The Raider is a fighter class, with less bonus feats and more abilities. One, they get a +1 bonus to their AC after wearing armor for a while (he adorns it with various items, but only he gets the bonus). He gets a bonus when jumping from vehicle to vehicle, the cleave feats (but with a different name), a feat effect, and the ability to apply x1.5 Strength mod to damage with all weapons (doubled if used two handed).
The Scav is that - a scavenger. He gets the druids nature sense, the ability to sense radiation, uncanndy dodge (called canny defense), the ability to feign death, and the hide in plain sight ability. That's it.
The Thinker is one who is very knowledgeable. He gets free skill focus feats, bonus languages, bardic knowledge, the dirty fighting feat, the ability to confuse people by spouting off his knowledge, and the ability to be attacked last in combat.
Finally, the Trader is one who is excellent at selling and buying. Through the course of his levels, he becomes better at social skills (bluff, diplomacy, gather information, appraise, etc.) and can sell stuff for more then they are worth. Nothing spectacular.
All in all, this chapter is decent.
*SKILLS*
In this chapter, the author must have accidentily left Spellcraft in. He introduces new sub skills for Craft, Knowledge, and Speak Language, but nothing else.
In the next chapter, the author uses the Brew Potion feat as a way to create chemical concoctions. My thoughts are, it wouldn't hurt to have a Chemistry skill to replace Alchemy. Basically, it would allow someone to make concoctions, compounds, and other neat stuff. More on that later.
This chapter is decent.
*FEATS*
In this chapter, the author tells how one can use feats from other books, and introduces some new feats of his own. I will example a few to show what the author does.
Brew Potion, like I mentioned earlier, allows one to make chemical concoctions. To me, this doesn't feel right in a Science Fiction setting. It has too much of a fantasy feel to belong. Like I said, the Chemistry skill would work well to replace this feat.
Concubine gives you a bonus on all Perform checks. So by being one's Concubine, you are suddenly better at playing a harmonica. There should be a limit to how this bonus is given, or changed altogether. In hind-sight, one could explain it as being well versed in various forms of entertainment.
Feel for a Weapon gives you a +2 to hit with a specific weapon. It's better then Weapon Focus, stacks, and has no pre-requisites. Why use Weapon Focus, other for the fact that it stacks (remember, Weapon Focus is an unnamed bonus).
Rip a Clip allows you to do a cleave with automatic or rapid fire weapons. Now that is a good idea. If taken a second time, it has the effecs of Great Cleave. The problem with it, is there is no pre-requisites. Otherwise, awesome feat.
All in all, this chapter is decent.
*MUTATIONS*
Mutations give you a strict benefit, such as mental abilities or physical prowess. You usually get more mutations than defects.
The thing about defects is you get so few and some are really nothing. Some of the minor defects have no mechanics in the game, just RP. Which is good, but it's basically a get out of jail free card.
All in all, decent.
*EQUIPMENT*
This chapter introduces guns and armor for a post-apocolyptic world. Nothing incredible, as guns in d20 tend to not be innovative. Decent chapter.
*CONCLUSION*
I recommend this product to anyone who likes post-apocolyptic role playing. You will enjoy it. All in all, Darwin's World receives a 3 out of 5 from me.
I was exicted because I love the Fallout series and post-apocolyptic games in general. When I saw the price of $5, I immediately jumped up and bought myself a copy.
If you are wondering, Darwin's World is 53 pages long, which comes out to $.09 a page. It is an electronic document format (Adobe Acrobat pdf). The cover art is excellent, but the rest of the art is sparse (I counted about 4 images) and mediocre in quality.
I will discuss each chapter briefly and discuss the low points and high points.
*INTRODUCTION*
This chapter primarily deals with the history of America after World War II, and how its isolationist policies and annoying facade earned itself a bleak end. This chapter, after reading it, made me crave more. The setting is interesting; however, the only concentrated information you find about Darwin's World is in this chapter. The addition of the setting to this document would have increased it's rating greatly; as it seems, you need to purchase the setting seperately. A common practice of course, but one feels left hanging for more information about this setting. All in all, this chapter is good.
*RACES*
I have a problem with this section; specifically, game balance. In this section, there are four races. You have your normal humans, and three levels of mutants. The problem with this, is that there is no balancing factor between the four races. It's almost like saying a third generation mutant (called a Neo Human, Homo Super Sapien, etc.) is as powerful as a human.
Each mutant has a number of beneficial mutations and defects. Most of the time, either the mutations and defects are equal in number, or the mutant has more mutations. This gives the mutants an edge against humans, despite the defects.
Once you have chosen a race, you choose a background next. This is where it bugs me most, because some backgrounds are not balanced and use odd ability score modifiers.
The thing about odd ability score modifiers, is if you put an odd number in an ability score in which you receive an odd ability score modifier, it is no longer a penalty. Say a background gives you a -1 to Intelligence. If you put a 17 in there, it becomes 16 - no penalty at all.
Backgrounds determine modifiers, additional abilities, automatic languages, favored class, and starting amount. An example of the unbalances:
The Radicals background applies a +1 to Strength, -1 to Intelligence, proficiency with all simple and martial weapons, all races, and 6d4 x 100 starting money.
The Ressurectors get a +2 to Intelligence, all the benefits of the Radicals background, and 6d8 x 100 starting money, not to mention a skill bonus.
Good ideas, but poor execution of the rules.
*CLASSES*
The first problem with classes (and races) is the use of alignment in Darwin's World. I feel that alignment only makes sense when it is an actual force instead of a concept. In Darwin's World, I feel alignment is out of place, because earth is morally ambiguous and has many shades of gray.
The classes are all okay, and I have only a few gripes with them. There are five classes: the Guardian, the Raider, the Scav, the Thinker, and the Trader.
The Guardian is your basic fighter class with a few changes. If they defend a friend or loved one, they get bonuses to their attack rolls and saving throws. They also get extra damage if they take a move equivalant action to aim a firearm. Finally, at their highest level, if they aim, they can make a ranged coup de grace.
The Raider is a fighter class, with less bonus feats and more abilities. One, they get a +1 bonus to their AC after wearing armor for a while (he adorns it with various items, but only he gets the bonus). He gets a bonus when jumping from vehicle to vehicle, the cleave feats (but with a different name), a feat effect, and the ability to apply x1.5 Strength mod to damage with all weapons (doubled if used two handed).
The Scav is that - a scavenger. He gets the druids nature sense, the ability to sense radiation, uncanndy dodge (called canny defense), the ability to feign death, and the hide in plain sight ability. That's it.
The Thinker is one who is very knowledgeable. He gets free skill focus feats, bonus languages, bardic knowledge, the dirty fighting feat, the ability to confuse people by spouting off his knowledge, and the ability to be attacked last in combat.
Finally, the Trader is one who is excellent at selling and buying. Through the course of his levels, he becomes better at social skills (bluff, diplomacy, gather information, appraise, etc.) and can sell stuff for more then they are worth. Nothing spectacular.
All in all, this chapter is decent.
*SKILLS*
In this chapter, the author must have accidentily left Spellcraft in. He introduces new sub skills for Craft, Knowledge, and Speak Language, but nothing else.
In the next chapter, the author uses the Brew Potion feat as a way to create chemical concoctions. My thoughts are, it wouldn't hurt to have a Chemistry skill to replace Alchemy. Basically, it would allow someone to make concoctions, compounds, and other neat stuff. More on that later.
This chapter is decent.
*FEATS*
In this chapter, the author tells how one can use feats from other books, and introduces some new feats of his own. I will example a few to show what the author does.
Brew Potion, like I mentioned earlier, allows one to make chemical concoctions. To me, this doesn't feel right in a Science Fiction setting. It has too much of a fantasy feel to belong. Like I said, the Chemistry skill would work well to replace this feat.
Concubine gives you a bonus on all Perform checks. So by being one's Concubine, you are suddenly better at playing a harmonica. There should be a limit to how this bonus is given, or changed altogether. In hind-sight, one could explain it as being well versed in various forms of entertainment.
Feel for a Weapon gives you a +2 to hit with a specific weapon. It's better then Weapon Focus, stacks, and has no pre-requisites. Why use Weapon Focus, other for the fact that it stacks (remember, Weapon Focus is an unnamed bonus).
Rip a Clip allows you to do a cleave with automatic or rapid fire weapons. Now that is a good idea. If taken a second time, it has the effecs of Great Cleave. The problem with it, is there is no pre-requisites. Otherwise, awesome feat.
All in all, this chapter is decent.
*MUTATIONS*
Mutations give you a strict benefit, such as mental abilities or physical prowess. You usually get more mutations than defects.
The thing about defects is you get so few and some are really nothing. Some of the minor defects have no mechanics in the game, just RP. Which is good, but it's basically a get out of jail free card.
All in all, decent.
*EQUIPMENT*
This chapter introduces guns and armor for a post-apocolyptic world. Nothing incredible, as guns in d20 tend to not be innovative. Decent chapter.
*CONCLUSION*
I recommend this product to anyone who likes post-apocolyptic role playing. You will enjoy it. All in all, Darwin's World receives a 3 out of 5 from me.