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<blockquote data-quote="carolina" data-source="post: 2772428" data-attributes="member: 19108"><p><strong>I liked it because ...</strong></p><p></p><p>d20 Past gets panned a lot for what it is not, which is unfortunate. I think the book is misnamed, creating a sense of false expectations. </p><p></p><p>Some also complain that the book is nothing more than a reprinting of a lot of Polyhedron material prior to the official release of d20 Modern. There is some truth in that. But if you don't have those issues of Dungeon/Polyhedron, then this book fills in those gaps.</p><p></p><p>Even so, I think it has a lot going for it, especially if you want to game in one of these three time periods:</p><p>Age of Adventure: Pirates and musketeers of the 15th thru 18th centuries. This is probably the most detailed section of the book.</p><p>Shadow Stalkers: Basically the Victorian age, especially London and the Wild West of the period.</p><p>Pulp Heroes: Era of pulps (The Shadow, G8, Maltese Falcon) prior to WWII.</p><p></p><p>The book has suggestions on what feats and skills from d20 Modern rulebook apply to the various time periods. It introduces several new feats and starting occupations, as well as offering several advanced and prestige classes. Most reviewers don't give this section much credence, because a lot of what is detailed is common sense. But the fact is, these choices are the backbone to character creation, and it forestalls arguments at the gaming table. "Why can't I take Drive By Attack?" Answer: No cars before 1900, that's why! </p><p></p><p>It's a little slim on monsters. Yet, it covers the basics. (The hellhound and the Hyde template from the Victorian Age were my favorites). It doesn't provide a lot of new weapons, but what it offers is sufficient in a generic sense. If you need a gun, longarm or splash weapon for a given period, there is something detailed to satisfy that need. I was satisfied with the selection provided. If want a detailed look at every firearms available in the last five centuries, however, you should look elsewhere.</p><p></p><p>The adventures are a little pedestrian, but they are short. Moreover, they accomplish their aim, which is to add a little flesh to each historial period. Basically, if a DM were unfamiliar with a particular period, the adventure sketches it out. They provide a DM with a starting poing with each setting.</p><p></p><p>A statted NPC is provided with each advanced class. Some people like that, others think it's a waste. As a DM, I'll take them. </p><p></p><p>The book is not a history text. It assumes that you will research events on your own. The book is not like Forgotten Realms, it doesn't provide snapshots of the worldwide geography for each period. It assumes you have access to a globe or a map or an encyclopedia, for goodness sakes. You may feel it gives Cowboys/Westerns the short shift. But then, when I want to play a western, I play Deadlands, anyway. Even so, what more do you need than a six-shooter, a horse and some bad guys to rustle up?</p><p></p><p>The book is beautifully laid out and well illustrated. It doesn't follow the jarring "red squares-sans serifed type" of the d20 Modern rulebook. There are script headers and very readable text. I think it is the most attractive rulebook Wizards has published this year.</p><p></p><p>I think it's a worthy addition to my collection, and the rules changes/additions play out fairly well. </p><p></p><p>I will add this. If you are only interested in Pulp Heroes type adventures, however, then you'll save yourself some money if you buy the two back issues of Polyhedron that apply to that setting. If you want to play a more steampunk setting, then I would suggest adapting material from d20 Future instead. But if you are interested in the other two settings, Age of Adventure and Shadow Stalkers, then by all means, give it a look. </p><p></p><p>Keep those d20s rolling.</p></blockquote><p></p>
[QUOTE="carolina, post: 2772428, member: 19108"] [b]I liked it because ...[/b] d20 Past gets panned a lot for what it is not, which is unfortunate. I think the book is misnamed, creating a sense of false expectations. Some also complain that the book is nothing more than a reprinting of a lot of Polyhedron material prior to the official release of d20 Modern. There is some truth in that. But if you don't have those issues of Dungeon/Polyhedron, then this book fills in those gaps. Even so, I think it has a lot going for it, especially if you want to game in one of these three time periods: Age of Adventure: Pirates and musketeers of the 15th thru 18th centuries. This is probably the most detailed section of the book. Shadow Stalkers: Basically the Victorian age, especially London and the Wild West of the period. Pulp Heroes: Era of pulps (The Shadow, G8, Maltese Falcon) prior to WWII. The book has suggestions on what feats and skills from d20 Modern rulebook apply to the various time periods. It introduces several new feats and starting occupations, as well as offering several advanced and prestige classes. Most reviewers don't give this section much credence, because a lot of what is detailed is common sense. But the fact is, these choices are the backbone to character creation, and it forestalls arguments at the gaming table. "Why can't I take Drive By Attack?" Answer: No cars before 1900, that's why! It's a little slim on monsters. Yet, it covers the basics. (The hellhound and the Hyde template from the Victorian Age were my favorites). It doesn't provide a lot of new weapons, but what it offers is sufficient in a generic sense. If you need a gun, longarm or splash weapon for a given period, there is something detailed to satisfy that need. I was satisfied with the selection provided. If want a detailed look at every firearms available in the last five centuries, however, you should look elsewhere. The adventures are a little pedestrian, but they are short. Moreover, they accomplish their aim, which is to add a little flesh to each historial period. Basically, if a DM were unfamiliar with a particular period, the adventure sketches it out. They provide a DM with a starting poing with each setting. A statted NPC is provided with each advanced class. Some people like that, others think it's a waste. As a DM, I'll take them. The book is not a history text. It assumes that you will research events on your own. The book is not like Forgotten Realms, it doesn't provide snapshots of the worldwide geography for each period. It assumes you have access to a globe or a map or an encyclopedia, for goodness sakes. You may feel it gives Cowboys/Westerns the short shift. But then, when I want to play a western, I play Deadlands, anyway. Even so, what more do you need than a six-shooter, a horse and some bad guys to rustle up? The book is beautifully laid out and well illustrated. It doesn't follow the jarring "red squares-sans serifed type" of the d20 Modern rulebook. There are script headers and very readable text. I think it is the most attractive rulebook Wizards has published this year. I think it's a worthy addition to my collection, and the rules changes/additions play out fairly well. I will add this. If you are only interested in Pulp Heroes type adventures, however, then you'll save yourself some money if you buy the two back issues of Polyhedron that apply to that setting. If you want to play a more steampunk setting, then I would suggest adapting material from d20 Future instead. But if you are interested in the other two settings, Age of Adventure and Shadow Stalkers, then by all means, give it a look. Keep those d20s rolling. [/QUOTE]
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