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Four-Color to Fantasy for Ideas?

CSB046

First Post
Because there aren't many reviews of the revised edition of Four-Color to Fantasy (and I guess I wasn't lurking around EN World or paying much attention when the original was released), I thought I'd pose my question here:

I do NOT own d20 Modern, and if I ever get around to running a supers game, I plan to use Mutants & Masterminds. However, I keep eying the ads for FCTF and wondering if it would be a good product to "steal" from.

Different mechanics aside, are there enough feats, powers, and other tidbits (even general discussions of the superhero genre) to make it a worthwhile purchase as a "idea book" for another system? $7.95 isn't much to pay if I can get at least SOME use out of it, even though things like the specific classes won't be of much use for M&M.

Thanks for any input.
 

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Nope, It is a balanced d20 powers book for D&D fantasy and D20 modern. It is not much of an 'idea' book, but more of a ruleset to build your ideas in a level balanced way.

So, this is the rule set if you want a Paladin with a flaming sword that he can call at will, or d20 modern tough guy who can bounce bullets.


Mr. Oberon
 

mroberon1972 said:
Nope, It is a balanced d20 powers book for D&D fantasy and D20 modern. It is not much of an 'idea' book, but more of a ruleset to build your ideas in a level balanced way.

Exactly what I needed to know. Thanks!
 

It's easy enough to drop the Four Color mechanics into a normal D&D or d20 Modern game without doing a "superhero" game of any kind. You can use them to represent more flexible special powers, to supplement the magic system with something less Vancian, and to represent adventurers enhancing their own natural abilities without magic.

There are a lot of ways you can use these rules to enhance your game, without having to use either a superhero setting or even their class mechanics. It's probably the d20 PDF purchase I am most satisfied with-- with the Modern Player's Companion coming in a close second.
 

Korimyr the Rat said:
It's easy enough to drop the Four Color mechanics into a normal D&D or d20 Modern game without doing a "superhero" game of any kind. You can use them to represent more flexible special powers, to supplement the magic system with something less Vancian, and to represent adventurers enhancing their own natural abilities without magic.

There are a lot of ways you can use these rules to enhance your game, without having to use either a superhero setting or even their class mechanics. It's probably the d20 PDF purchase I am most satisfied with-- with the Modern Player's Companion coming in a close second.

I'm with him on this. It is the perfect tool for special abilities.

Mr. Oberon
 

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