Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
S&SS: Advanced d20 Compendium?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crothian" data-source="post: 1725559" data-attributes="member: 232"><p>Okay, here's a run done and opinions on everything</p><p></p><p>Chapter one: Character Options</p><p></p><p>Here they have herioc merits and tragic flaws. THe interesting thing is they are tied to attributes. So, if you happen to have a low attribute you can get merits for it and at the same time if your stats are to high you get flaws. THe merits I found botring the flaws I found rich and fun. THere are also racial class modifiers that give a difference between classes depenedant on races. These are small things like a +1 reflex save for adroit feet or treat a charsma 2 points higher towards dwarves because of the their nice beard. </p><p></p><p>Chapter 2: Character classes</p><p></p><p>THere's the Dilettante, a prestige class that needs to have 4 levels of seperate classes and 20 skills with no more then 5 ranks in any. THey can gain almost any aclass ability from the other classes. </p><p></p><p>the elemtalist is pretty much what one would expect, the gallowglass is the ultimate in armor wearing fighters, the gemcaster is self explanitory, pit fighter is really cool and so much better then the Wizards version, sidestepper is a class the specializes in teleport like abilities it s great</p><p></p><p>then there are elite prestige classes. Basically they are tougher classes to get into requring 12 levels or higher. </p><p></p><p>arcane warrior is pretty basic, plant master is cool, rogue hunter is also cool, temperal mage is possible one of the best takes on temperal magic I've read, undead bane is also good but basic</p><p></p><p>Next are epic levels. XP progresssion slows down taking 30 thousand to go from 21st to 22nd for instance. ranks, feats, attributes bonuses progress like pre 20th level. THese only go up to 30th level so I feel they work very well since they don't have to scale to infinity and beyond. They only extend the core classes but do them like second edition high level book which I really liked. The one think they don't do that I would have liked is tenth level spells.</p><p></p><p>then come the truely alternate rules in Chapter 3: alternate combat rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>there are new rules for iniaitve, critical fumbles, complex fumbles, alternative combat rules like phased combat (it increases the uncertainity in battles), weapons speeds, armor damage, wound level system, detailed critical hits...</p><p></p><p>Chapter 4 is new arcane spellcasting systems</p><p></p><p>you have man based system, skill based system, spell criticals</p><p></p><p>Chapter 5 variant Magic</p><p></p><p>Aethercraft (magic through science) with a core class for it</p><p>Animism again with a core class</p><p>Geomancy (ley line magic) with core class</p><p>Soulcrafting "art of personality thrft and identity buglary" sounds really cool and of course has a core class</p><p>New spell lists for each of the core classes and new spells for the classes</p><p></p><p>Chapter 6: Castles and Keeps</p><p></p><p>THis is a really cool system that works communities like characters. They have specific feats they can take to enhance the towns, their own ability scores tro help define them, etc. Its a really cool idea and I wish I was running the type of game this could be used and meaningful.There's rules for the places reputation, figureing out its welath, governemnt, philosphies...its one of the most inovative systems I've seen. </p><p></p><p>So, in conclusion it has some great options and options I'm not so interested in (the combat stuff). I've yet to actually get to use any of it yet, it like just doesn't fit my character ofr my game at the moment.</p></blockquote><p></p>
[QUOTE="Crothian, post: 1725559, member: 232"] Okay, here's a run done and opinions on everything Chapter one: Character Options Here they have herioc merits and tragic flaws. THe interesting thing is they are tied to attributes. So, if you happen to have a low attribute you can get merits for it and at the same time if your stats are to high you get flaws. THe merits I found botring the flaws I found rich and fun. THere are also racial class modifiers that give a difference between classes depenedant on races. These are small things like a +1 reflex save for adroit feet or treat a charsma 2 points higher towards dwarves because of the their nice beard. Chapter 2: Character classes THere's the Dilettante, a prestige class that needs to have 4 levels of seperate classes and 20 skills with no more then 5 ranks in any. THey can gain almost any aclass ability from the other classes. the elemtalist is pretty much what one would expect, the gallowglass is the ultimate in armor wearing fighters, the gemcaster is self explanitory, pit fighter is really cool and so much better then the Wizards version, sidestepper is a class the specializes in teleport like abilities it s great then there are elite prestige classes. Basically they are tougher classes to get into requring 12 levels or higher. arcane warrior is pretty basic, plant master is cool, rogue hunter is also cool, temperal mage is possible one of the best takes on temperal magic I've read, undead bane is also good but basic Next are epic levels. XP progresssion slows down taking 30 thousand to go from 21st to 22nd for instance. ranks, feats, attributes bonuses progress like pre 20th level. THese only go up to 30th level so I feel they work very well since they don't have to scale to infinity and beyond. They only extend the core classes but do them like second edition high level book which I really liked. The one think they don't do that I would have liked is tenth level spells. then come the truely alternate rules in Chapter 3: alternate combat rules :D there are new rules for iniaitve, critical fumbles, complex fumbles, alternative combat rules like phased combat (it increases the uncertainity in battles), weapons speeds, armor damage, wound level system, detailed critical hits... Chapter 4 is new arcane spellcasting systems you have man based system, skill based system, spell criticals Chapter 5 variant Magic Aethercraft (magic through science) with a core class for it Animism again with a core class Geomancy (ley line magic) with core class Soulcrafting "art of personality thrft and identity buglary" sounds really cool and of course has a core class New spell lists for each of the core classes and new spells for the classes Chapter 6: Castles and Keeps THis is a really cool system that works communities like characters. They have specific feats they can take to enhance the towns, their own ability scores tro help define them, etc. Its a really cool idea and I wish I was running the type of game this could be used and meaningful.There's rules for the places reputation, figureing out its welath, governemnt, philosphies...its one of the most inovative systems I've seen. So, in conclusion it has some great options and options I'm not so interested in (the combat stuff). I've yet to actually get to use any of it yet, it like just doesn't fit my character ofr my game at the moment. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
S&SS: Advanced d20 Compendium?
Top