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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9237041" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 93/152: Jul/Aug 2002</u></strong></p><p></p><p></p><p></p><p>part 8/10</p><p></p><p></p><p></p><p>Thunderball Rally: After last issue made Spelljammer sensible, it’s pleasing to see that they do still have some wacky left in them. Wacky races to be precise, as this is a throwback to the action-racing mayhem of the 1970’s. Do you have what it takes to win at the hottest illegal cross-country racing events where any dirty trick goes? Not a genre that would work as well today, now the police don’t even need to worry about chasing you, they can just catch you on the speed cameras and send you the fines in the post. You’d need a hacking section to disable all that along the route in advance, which takes the spontaneity out of it even if it would be another interesting adventure for the crew involved. But one step at a time. Let’s see if they can make the driving mini-game fun before worrying about beating Shadowrun at the futuristic subsystems. </p><p></p><p></p><p></p><p>Race Crew Generation: This is based off the D20 Modern chassis and shows how their development process is proceeding. Core classes are now firmly 10 levels long. The bonus feat & skill points for being human are precalculated for you in the base stats, since this is set on earth without any supernatural elements. Action points are given in slightly more generous quantities, but still randomly rolled and not as many as the final version. Vitality & Wound points have been replaced by hit points, but this was obviously done last minute, as one of the classes still has a feature (a single bonus hp every 3 levels) that only make sense if it was originally written using the VP/WP division. Multiclassing has no restrictions. There’s only three new classes detailed here though, so you won’t be able to differentiate your characters that much unless you also use classes from other sources. (which they encourage you to do.) The three new classes are the Ace, the Navigator and the Bodyguard, which mostly gain 1 special power from a small list or bonus feat per level, like other D20 modern core classes. Plenty of interesting stuff to analyse here, and it’s good to see them accepting that they can’t cram in everything to make a standalone game every time. So far, decent enough, even if they still need a little bit of tweaking to make them fit with the final version of D20 Modern.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9237041, member: 27780"] [b][u]Dungeon/Polyhedron Issue 93/152: Jul/Aug 2002[/u][/b] part 8/10 Thunderball Rally: After last issue made Spelljammer sensible, it’s pleasing to see that they do still have some wacky left in them. Wacky races to be precise, as this is a throwback to the action-racing mayhem of the 1970’s. Do you have what it takes to win at the hottest illegal cross-country racing events where any dirty trick goes? Not a genre that would work as well today, now the police don’t even need to worry about chasing you, they can just catch you on the speed cameras and send you the fines in the post. You’d need a hacking section to disable all that along the route in advance, which takes the spontaneity out of it even if it would be another interesting adventure for the crew involved. But one step at a time. Let’s see if they can make the driving mini-game fun before worrying about beating Shadowrun at the futuristic subsystems. Race Crew Generation: This is based off the D20 Modern chassis and shows how their development process is proceeding. Core classes are now firmly 10 levels long. The bonus feat & skill points for being human are precalculated for you in the base stats, since this is set on earth without any supernatural elements. Action points are given in slightly more generous quantities, but still randomly rolled and not as many as the final version. Vitality & Wound points have been replaced by hit points, but this was obviously done last minute, as one of the classes still has a feature (a single bonus hp every 3 levels) that only make sense if it was originally written using the VP/WP division. Multiclassing has no restrictions. There’s only three new classes detailed here though, so you won’t be able to differentiate your characters that much unless you also use classes from other sources. (which they encourage you to do.) The three new classes are the Ace, the Navigator and the Bodyguard, which mostly gain 1 special power from a small list or bonus feat per level, like other D20 modern core classes. Plenty of interesting stuff to analyse here, and it’s good to see them accepting that they can’t cram in everything to make a standalone game every time. So far, decent enough, even if they still need a little bit of tweaking to make them fit with the final version of D20 Modern. [/QUOTE]
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