[Deeds Not Words] Okay what do you think?

Re: Re: D20 Supers is what your looking for.

RangerWickett said:



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. 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.

When...is....this...book...coming....OUT????

Must...have...cool....book.
 

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This will be my last hijacking, but it should be out by Monday. Mind you, this is just a pdf book, though we're looking to see if we'll be picked up for a print run.

You can find more details on this thread in the Nat20 Forum. Please put any further comments on Nat20's book there. I feel bad hijacking this thread.

Gone to Layout!
 

Hopefully we are no longer hostages...

Anyone download the DNW Threats PDF. Scott put together a bunch of thugs and punks, as well as, police officers and swat team members, for lower level superheroes (or supervillains depending on your group) to duke it out or interact with.

This type of thing really helps when starting up a new game...makes life for the GM a wee bit easier.

You can grab it here:
http://www.allforart.com/cryptosnarkgames/d20/threats.pdf

Thanks!
 

Psychotic Dreamer said:
From what I understand it does introduce a new class, but it would be very easy to drop that class and just use the powers system.

Yeah, it's a toolkit style approach, basically. The Hero class is one option, but there are other ways to do it (buying powers with XP, using templates etc.)
 

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