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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9323350" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 97/156: Mar/Apr 2003</u></strong></p><p></p><p></p><p></p><p>part 7/10</p><p></p><p></p><p></p><p>V for Victory: After last issue padded out a short setting synopsis that somehow still wound up much shorter than a regular minigame, we return to regular service. We’re off to WWII, not as a superhero who’s actions can turn the tide of a whole battle as we’ve seen in Godlike, but as regular grunts doing their best to survive and maybe take out a few nazis on the way. Chris Pramas from Green Ronin is the head writer on this one, with Erik doing the editing as usual and a mix of regular art by Tom Fowler and archive photos from the WWII era selected & formatted by Kyle Hunter. There’s a vast amount of very detailed books already covering what happened in the real world, so they can keep the intro short and move onto the crunch. </p><p></p><p></p><p></p><p>Character Creation: The character creation rules get quite an interesting tweaking by replacing the usual race and class with Pre-War Career and Basic Training. Your career provides the usual plus and minus 2 to various ability scores, but also makes three skills count as in-class ones no matter what you advance in after that, plus a unique career ability each, which generally fall in the low-key but useful range of powers. There are 21 different careers to choose from, which does give you a fair bit of customisation choice. This is compensated for by the reduced training options, which function just like classes. You have just 4 choices, Combat, Intelligence, Leadership and Recon training. Each gets the usual variations in attack, defence, skill points and which saves are good, but the only powers they get are a bonus feat every other level, putting them at about the same power level as D&D fighters, distinctly below their D20 Modern equivalents. Rather than worrying about money, you get a choice of a few basic equipment packages, depending on your role. So with a generally quite low power level and relatively few character customisation options, it’s definitely aimed towards the gritty end, where life is cheap, but it’s also quick to create a new character after losing the previous one and get back into the action. (but still not as lethal or as quick to create characters as previous editions of D&D) Better not get too emotionally attached then.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9323350, member: 27780"] [b][u]Dungeon/Polyhedron Issue 97/156: Mar/Apr 2003[/u][/b] part 7/10 V for Victory: After last issue padded out a short setting synopsis that somehow still wound up much shorter than a regular minigame, we return to regular service. We’re off to WWII, not as a superhero who’s actions can turn the tide of a whole battle as we’ve seen in Godlike, but as regular grunts doing their best to survive and maybe take out a few nazis on the way. Chris Pramas from Green Ronin is the head writer on this one, with Erik doing the editing as usual and a mix of regular art by Tom Fowler and archive photos from the WWII era selected & formatted by Kyle Hunter. There’s a vast amount of very detailed books already covering what happened in the real world, so they can keep the intro short and move onto the crunch. Character Creation: The character creation rules get quite an interesting tweaking by replacing the usual race and class with Pre-War Career and Basic Training. Your career provides the usual plus and minus 2 to various ability scores, but also makes three skills count as in-class ones no matter what you advance in after that, plus a unique career ability each, which generally fall in the low-key but useful range of powers. There are 21 different careers to choose from, which does give you a fair bit of customisation choice. This is compensated for by the reduced training options, which function just like classes. You have just 4 choices, Combat, Intelligence, Leadership and Recon training. Each gets the usual variations in attack, defence, skill points and which saves are good, but the only powers they get are a bonus feat every other level, putting them at about the same power level as D&D fighters, distinctly below their D20 Modern equivalents. Rather than worrying about money, you get a choice of a few basic equipment packages, depending on your role. So with a generally quite low power level and relatively few character customisation options, it’s definitely aimed towards the gritty end, where life is cheap, but it’s also quick to create a new character after losing the previous one and get back into the action. (but still not as lethal or as quick to create characters as previous editions of D&D) Better not get too emotionally attached then. [/QUOTE]
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