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<blockquote data-quote="TheAuldGrump" data-source="post: 4889801" data-attributes="member: 6957"><p>I picked up the PDF, and am now waiting for a toner cartridge to arrive in the mail. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> A hardcover is a planned purchase, but I want to have enough printed out to start converting my homebrew.</p><p></p><p>The NPC/Critter generation/statblock is very nice, and is scaled - so you can run an adventure at first level or eighth with little conversion. More involved than that of Spycraft 2.0, but very much in the same category.</p><p></p><p>I ran a game at last year's Gen Con (and managed to fobble the rules a bit in the process I am afraid). </p><p></p><p>Scenario design is built around scenes, and spellpoints are regenerated on that basis.</p><p></p><p>Action Dice are both more plentiful and more powerful than Action Points, but the GM gets more of them, too. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>Character Generation is similar, but not identical to, Spycraft 2.0 - closer to Modern than to D&D, with a lot of customization being possible.</p><p>I am still absorbing both classes and races - some of my instincts are just plain wrong - there are several Large PC races, and I keep thinking that they are overpowered because of Reach and Attacks of Opportunities. Several of the Large species have a standard 5' reach, and Attacks of Opportunity are not part of this game at all. So I am thrown somewhat in my estimations.</p><p></p><p>Priests aren't all that similar to Clerics - and they not really spellcasters, per se, but have other powers and abilities. I need to chew on them a bit more to really 'get' them.</p><p></p><p>Magic is a magic point and skill based system - you make a Spellcasting check - Spellcasting + Int modifier. If you succeed then the spell points are spent, and the spell is cast. On a critical you regain those spellpoints immediately.</p><p></p><p>Starting Mages only know 0 level spells - but they have no spellpoint cost, and can be cast all day long, even by a first level mage - all they have to do is make the check.</p><p></p><p>Magic item allocation is also very different, and again I will need to do some printing, followed by some rules crunching. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 4889801, member: 6957"] I picked up the PDF, and am now waiting for a toner cartridge to arrive in the mail. :) A hardcover is a planned purchase, but I want to have enough printed out to start converting my homebrew. The NPC/Critter generation/statblock is very nice, and is scaled - so you can run an adventure at first level or eighth with little conversion. More involved than that of Spycraft 2.0, but very much in the same category. I ran a game at last year's Gen Con (and managed to fobble the rules a bit in the process I am afraid). Scenario design is built around scenes, and spellpoints are regenerated on that basis. Action Dice are both more plentiful and more powerful than Action Points, but the GM gets more of them, too. :) Character Generation is similar, but not identical to, Spycraft 2.0 - closer to Modern than to D&D, with a lot of customization being possible. I am still absorbing both classes and races - some of my instincts are just plain wrong - there are several Large PC races, and I keep thinking that they are overpowered because of Reach and Attacks of Opportunities. Several of the Large species have a standard 5' reach, and Attacks of Opportunity are not part of this game at all. So I am thrown somewhat in my estimations. Priests aren't all that similar to Clerics - and they not really spellcasters, per se, but have other powers and abilities. I need to chew on them a bit more to really 'get' them. Magic is a magic point and skill based system - you make a Spellcasting check - Spellcasting + Int modifier. If you succeed then the spell points are spent, and the spell is cast. On a critical you regain those spellpoints immediately. Starting Mages only know 0 level spells - but they have no spellpoint cost, and can be cast all day long, even by a first level mage - all they have to do is make the check. Magic item allocation is also very different, and again I will need to do some printing, followed by some rules crunching. :) The Auld Grump [/QUOTE]
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