Got spycraft

Psion

Adventurer
While I was home for lunch, the UPS man delivered a little package. The Spycraft book has arrived. Of course, I haven't read anything that those interested didn't already know from the free download, but it looks very nice. The book has a silver ink motif and has a nice layout.

I also got a packet of AEG's latest quartet of mini modules. They are all OA type scenarios and at first glance look like rather interesting tales of subterfuge and honor. Which is nice, because I thought I was going to scream if I saw another mini-module about a small town oppressed by the wicked inhabitants of a nearby tower.
 

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Blacksad said:
by OA type you means that they are set in an asian setting, or that they use the rules in Oriental Adventures?

They are asian setting adventures. They don't have any OA or L5R branding, though from what I saw one of them did use some Rokugan OGC (the ninja) and there was a new anscestor feat. So they skirted around the issue (probably to avoid liscencing fees), but I think they are essentially OA adventures in a Japan-like setting, of course perfectly suitable for Rokugan.
 


LeshPhilling said:
*bump*

Any quickie reviews? Any first impressions from anyone who has this?

Very early impressions:
a)Some interesting mechanical changes. For example, when you threaten a critical, you do not roll again; you decide to use one of your 'action dice' to turn it into an actual critical. I am not sure I like this. The original system was, basically, "Anyone can get a lucky opening," (Threat) "but only an experienced fighter can reliably take advantage of it." (Actual critical) The new system loses this.

b)They use VP/WP, rather than HP.

c)Very "straight". It's just a touch over the top -- there's no elements of the supernatural in the core rules, and you can't really do even Jackie Chan style action. It's on an early James Bond level of realism. Future supplements may change this. Whether this is a 'bug' or a 'feature' depends on your taste. I am slightly disappointed, because I remember them advertising different "Global agencies", each covering a different aspect of the spy/action genre.

d)No attacks of opportunity.

e)The "department==race" thing is an interesting take on the concept, but they should have gone into more detail about what each class is likely to do in each department.

f)No multiclassing penalties.

g)Action dice. You get a fixed number of these per game session (determined by your level) and you can roll them to add to any roll. This allows you to succeed more often, and adds a tactical element of whether to use your dice or hoard them. I can see people quickly learning that "Action dice do you no good if you're dead." (There is, of course, no resurrection in this game.)

h)A vehicle chase system which looks very cool, but which I haven't tested.

i)"Mook" rules. Needed in the genre.
 

I have been reading it a little more today.

It does things a little different than you might expect. Some of the mechanics do their simulation on a "high level", or in a very metagame aware style. Somewhat like HP are in D&D.

For example, class abilities aren't referenced to in game time period, but to a "session." Also, you do have money called field expendiatures, but you also have budget points which tells you how much equipment you can score from the agency.

As already mentioned, it uses "action dice", which are vaguely reminiscent of Dragonfist's stunt dice. You get a number and type of dice dependant upon your character level, and you can get more during the game for being clever or entertaining.

You can use these stunt dice to add to rolls, or you can spend them when you do well or an opponent does poorly in order to cause an extreme result. Which is sort of cool.

The strange thing about action dice is that while the above use is less random than the core d20 system (you expend a "dice" vice rolling for a threat), other uses seem more random. You can use an action dice to roll an inspiration check or a favor check. I found the incostency in the way they are implemeted strange. I think I would have to reserve judgement on whether this treatment is justified until I tried a game.

But so far, it looks interesting. I generally prefer lower level simulation as in most of D&D, but reducing the focus on minutia that isn't all that important to the genre might actually be helpful.
 

I'm not a huge fan of the wound/vitality system, but I find that the action die rules really help to balance out criticals. Especially considering the style of damage where a higher level character won't do more damage per shot, but will get to take more shots at once. Volume of shots means more criticals, and a single critical can pretty easily kill someone instantly. I also like the rules on critical success with skill rolls, including skill threat ranges.

Finally, the psionic/magic stuff and other scifi staples are gonna be in the first official setting, Shadowforce Archer. The Spycraft book is more straight shooting.

-nameless
 

nameless said:


Finally, the psionic/magic stuff and other scifi staples are gonna be in the first official setting, Shadowforce Archer. The Spycraft book is more straight shooting.

-nameless

Somehow, I had mentally conflated Spycrft and Shadowforce Archer into the same product. This explains much.
 


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