[Deeds Not Words] Okay what do you think?

Ahhh... So it brings in a bunch of new classes. I'm looking for something that uses more of a template or can just be easily added on top of other D20 games. Thats one of the things I am looking for with D20 Supers from Natural 20 Press.



Does anyone know if there are any plans of publishing this as a real book and not just a PDF? If so then I might consider giving it a chance, but large PDF's just don't work for me.
 
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D20 Supers is what your looking for.

I don't think any of the super’s games coming out will work that well with a D&D campaign except for D20 supers. And to be honest I don't think that many people are looking for a super’s game that can be run in FR (or whatever world they use). Not that there is anything wrong with that but it certainly isn't what I'm looking for. I really think “D20 Supers” is what you are looking for in a supers game.

Although it should noted that D20 Supers also introduces a new class called Hero (I may mistaken as to its name). So you will still have to incorporate a new class. However, I think they have balanced the powers in it with the core classes so it should play fine in D&D.
 


Re: I wish I could make it to gencon!

javadragon said:
Any hints as to what M&M campaign setting will be like? Will it have things like C.L.O.W.N, or the ruler (for god sakes a dressed like a ruler! I mean what the hell where they thinking?).

Heh. Well Freedom City is definitely in the four-color vein of DC/Marvel, although it doesn't feature anything as campy as C.L.O.W.N. or the infamous "Ruler of Crime" (complete with yellow bodysuit with foot-markings!)

It does have a lot of what Warren Ellis called "mad and beautiful ideas" from the comics: lost civilizations, super-tech, deities, aliens, time-travel, cosmic forces, and lots of other stuff.

I don't want a system that I will have to carefully study each player's sheet to make sure that they are balanced with each other. I want to be able to say everyone make a character at 150 points (just an example number) and be fairly confident that the players will come up with fairly equivalent characters.

There are checks and balances in place in M&M that help ensure that characters of the same Power Level are... well, roughly the same power level : )

Still, I think in any good superhero game, where characters can potentially have any sort of super-power, some GM oversight is necessary, more so than in certain other games, such as D&D or Spycraft, where it's easier to limit the players' choices. Even now, with all the new feats, spells, and classes available, GMs of other d20 games still need to exercise a certain amount of control.

I think M&M addresses the issue well, but I'm also sure that it's only a matter of time once the game is out there that cunning players will find ways around the safeguards we've installed ;)
 

After spending $10 hard earned dollors.

I must say

I LIKE IT!

I LIKE IT!

I LIKE IT!


Now if in the next book has Summon Elvis I will be in my happey place.

Dartnet X
 

Be kind and patient. Cryptosnark Games is one man working out of his apartment. Mr. Lynch is a busy man, and his girlfriend does want to spend quality time with him.
 

Well I decided to spend the $10. I have only skimmed through the PDF (mainly because I find it tough to read stuff on the computer for a long time), but what I have read it does seem very interesting. Also it looks like I could easily just drop the classes in the book and use the D&D ones if I wanted to. The Experience Tithe systems seems like it would make it easier to do that.


One thing I do not understand about the Experience Tithe system is if a character has 6 powers they have an Experience Tithe of 7,500. It says their Tithed Level is 4th. Does this make it similar to the ECL system? If anyone could help me with this I would appreciate it. I would also love to see other peoples characters.


One last question. Anyone planning on working on PCGen List files for DNW? :)
 

After wasting the ink at work on the super-duper monster hella printer, (It printed in les than 5 min!:D ) and reading through the doc, especially the power and tithe system, Dreamer you got it, that to me is exactly what they duplicated, a new way to handle ecl, with out haveing a character wait to gain any expirience toward thier class.

Just for a tease, it is great, i did drop in the phb classes, and made one hell of a Sorc, with Super-Powers, using DnD magic!
very fun playing this game.
 

Re: D20 Supers is what your looking for.

javadragon said:
I don't think any of the super’s games coming out will work that well with a D&D campaign except for D20 supers. And to be honest I don't think that many people are looking for a super’s game that can be run in FR (or whatever world they use). Not that there is anything wrong with that but it certainly isn't what I'm looking for. I really think “D20 Supers” is what you are looking for in a supers game.

Although it should noted that D20 Supers also introduces a new class called Hero (I may mistaken as to its name). So you will still have to incorporate a new class. However, I think they have balanced the powers in it with the core classes so it should play fine in D&D.

Hi. Please don't take this as a hijacking of your thread, but I just wanted to weigh in briefly as one of the writers of D20 Supers (which has been finally titled "Four-Color to Fantasy."

First, in our book, the Hero class is simply a way to balance super powers against the core classes. A level of Hero is balanced against a level of Fighter, of Rogue, of Sorcerer, etc.

Second, we decided to make the rules be an accessory to the core rules, rather than a wholly new rules set, for three main reasons. Number one is the fairly obvious fact that with Mutants & Masterminds, Godlike, Atomic City, Vigilance, and now Deeds not Words and at least one other pdf supers book, there are already a substantial number of wholly-supers games for people to choose from, but none that can just be added to an existing game.

Number two is that, way back in February or March, Russ (our site's own Morrus) was challenged that the core d20 rules couldn't handle superheroes. Of course, I think that it has been proven quite well that d20 can handle superheroes, by a number of other publishers as well as us, but still, so far no one else has tried to make the powers work within the same class/level structure as core D&D.

Finally, number three is that we wanted the rules to be eas to use by current players. You already have D&D, Spycraft, Call of Cthulhu, and soon-enough D20 Modern, plus tons of individual settings I could barely begin to list. A lot of people already play these games and settings, and in our opinion there is definitely a use for having rules to add super-power-like abilities to their games.

In D&D, there's always the popular blessings of the gods, or magical blood, strange arcane accidents, or demonic curses--all of them could use rules to adjudicate how much stronger your character might be with any new powers he gains.

In Spycraft, perhaps your agents are trying to stop a group of super-soldiers with incredible powers, or they're fighting to stop incredibly powerful alien monsters from breaking out of an underground lab, or maybe the agency wants them to see if there is any validity in the mystical mind-over-body powers of Uzbekistani monks. Better yet, maybe your own character gets a permanent gadget installed into his body to give him inexhaustible endurance and the ability to shoot lasers from his eyes. Our rules help you balance that.

In Call of Cthulhu, there are more ways to be touched by the mythos than to lose your sanity. You might bargain a bit of your life force in exchange for alterations to your body--fiendish wings, tentacled extra limbs, the ability to see in total darkness. Or you might try to stop a mad scientist who has grafted animal body parts onto human beings, and inserted power gems into their skulls to let them travel faster than the speed of shadow.

And of course, with D20 modern, you can always play a perfectly normal superhero campaign. Heck, if you're willing to bend the rules a little, you could even use core D&D rules for a modern superhero game. Soldiers and thugs might be fighters, ninjas could be rogues, and we even provide a new class--the Specialist--which provides a PC-powered equivalent to the Expert class. Thus, you have your combat-oriented, your sneaky-oriented, and your skill-oriented classes. Add in the rules for super powers, and you can make almost any character concept that you'd need for the modern day. Indeed, since D&D already has rules for sorcerers and monks, you can easily add in other staples of superheroic storytelling like magi and master martial artists.

So don't sell us short; we're adaptable. We might even be more useful to the average gamer, who wouldn't consider buying a wholly-superhero game, but might take a look at a book that lets them add new nifty powers to their characters.
 

Ranger...... I agree with you all the way. I have been planning for some time to pickup your product, simply to read and gather input. I am a bit of a Rpg junkie, if it sounds good ill buy it :D

One question for you, When is it going to be availible?
 

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