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<blockquote data-quote="Messageboard Golem" data-source="post: 2012460" data-attributes="member: 18387"><p>Well I can only say it's unfortunate you found the game so terrible. If it were up to me I'd give you back your $5 since I don't believe in charging for something a consumer doesn't want.</p><p></p><p>As I said in a previous rebuttal, I sympathize about the breaking up of the Darwin's World setting and rules into separate books, but this was a matter of necessity and not choice. I don't know if you've dabbled in the industry, but $5 for a 60-page product is pretty cheap considering what you have to pay the artists and writer to compose the thing. Making even a modest profit in the RPG business as a small publisher is extremely difficult.</p><p></p><p>Not to make this personal, but I think you're a bit hung up on the "best". You know, I find in D&D a thief with a ring of blinking is the "best" since he can sneak attack every round and is next to impossible to hit; at high levels he becomes a death machine with his backstabs. I'm sure you've probably analyzed the D&D rules and found your favorite combination of spells, magic equipment, class, and feats too. But I still play paladins, mages, and rangers too with diverse abilities. It all depends on how you want to play.</p><p></p><p>That said, DW is no different. The Guardian is certainly an effective combative class, with bonus feats and called shots. The Raider is well-suited for his role also; fighting large groups of defenders and taking prisoners (for profit). The Scav is much more suited for solo adventuring in the wasteland, relying on his own knowledge of what to eat and what not to, attacking only from careful ambush, and picking his fights. The Thinker has a wide selection of skills (more than anyone else), has quick access to some of the most useful prestige classes, and is really the heart of any party with his ability to inspire, lead, and evade death (see "the code"). The Trader, who to you might not seem worth playing at all, has abilities that give him a monetary advantage which ultimately means he'll be sporting a pulse laser and a defensive force screen when everyone else in the party is still lugging an old-style auto rifle with sheepskins on. He'll also have all the healing meds, making him influential not only among the group but also where NPCs are concerned, not unlike a wandering drug dealer (or doctor).</p><p></p><p>It's all about finding what suits your own personal style and mood, and I don't think you should sell the other classes short so abruptly. Each one has obvious benefits, and some that are not so obvious, but I believe all work well together.</p><p></p><p>As for mutations, there are certainly varying degrees of good, better, and best (that's why they are called "minor", "moderate", and "major"). You like the bald giant with a sword or pistol in each hand and who only lives to 30 years of age. That's great. I personally like the winged mutant who can fly over the hordes of spear-wielding savage tribals who are out for his blood. One of my players prefers mutants who look just like humans so they can fool robot sentries or pureblood humans into letting him trade and mingle throughout their advanced communities. Others like the power that comes with the neural mutations, or those mutations that assist in survival in the wilderness.</p><p></p><p>Again, it's all about choices and roles, which is what any role-playing game should be about. I don't think there is a "best" anywhere in Darwin's World, but if you're playing solely combat, solely hack-and-slash, there is always a killing-machine character that can't be beat. In any game.</p><p></p><p>- Dominic Covey</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2012460, member: 18387"] Well I can only say it's unfortunate you found the game so terrible. If it were up to me I'd give you back your $5 since I don't believe in charging for something a consumer doesn't want. As I said in a previous rebuttal, I sympathize about the breaking up of the Darwin's World setting and rules into separate books, but this was a matter of necessity and not choice. I don't know if you've dabbled in the industry, but $5 for a 60-page product is pretty cheap considering what you have to pay the artists and writer to compose the thing. Making even a modest profit in the RPG business as a small publisher is extremely difficult. Not to make this personal, but I think you're a bit hung up on the "best". You know, I find in D&D a thief with a ring of blinking is the "best" since he can sneak attack every round and is next to impossible to hit; at high levels he becomes a death machine with his backstabs. I'm sure you've probably analyzed the D&D rules and found your favorite combination of spells, magic equipment, class, and feats too. But I still play paladins, mages, and rangers too with diverse abilities. It all depends on how you want to play. That said, DW is no different. The Guardian is certainly an effective combative class, with bonus feats and called shots. The Raider is well-suited for his role also; fighting large groups of defenders and taking prisoners (for profit). The Scav is much more suited for solo adventuring in the wasteland, relying on his own knowledge of what to eat and what not to, attacking only from careful ambush, and picking his fights. The Thinker has a wide selection of skills (more than anyone else), has quick access to some of the most useful prestige classes, and is really the heart of any party with his ability to inspire, lead, and evade death (see "the code"). The Trader, who to you might not seem worth playing at all, has abilities that give him a monetary advantage which ultimately means he'll be sporting a pulse laser and a defensive force screen when everyone else in the party is still lugging an old-style auto rifle with sheepskins on. He'll also have all the healing meds, making him influential not only among the group but also where NPCs are concerned, not unlike a wandering drug dealer (or doctor). It's all about finding what suits your own personal style and mood, and I don't think you should sell the other classes short so abruptly. Each one has obvious benefits, and some that are not so obvious, but I believe all work well together. As for mutations, there are certainly varying degrees of good, better, and best (that's why they are called "minor", "moderate", and "major"). You like the bald giant with a sword or pistol in each hand and who only lives to 30 years of age. That's great. I personally like the winged mutant who can fly over the hordes of spear-wielding savage tribals who are out for his blood. One of my players prefers mutants who look just like humans so they can fool robot sentries or pureblood humans into letting him trade and mingle throughout their advanced communities. Others like the power that comes with the neural mutations, or those mutations that assist in survival in the wilderness. Again, it's all about choices and roles, which is what any role-playing game should be about. I don't think there is a "best" anywhere in Darwin's World, but if you're playing solely combat, solely hack-and-slash, there is always a killing-machine character that can't be beat. In any game. - Dominic Covey [/QUOTE]
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