S&SS Advanced Players Guide

Stone Dog said:
Okay. I've seen it. I like it. I will buy it soon.

Health levels look like they rock on toast.

I love the geomancer.

There are a few other things too, but that is what really stood out in the few minutes I flipped through it.

Glad to hear it!

(I didn't do the geomancer, but I'm looking forward to checking that bit out myself when my author copies arrive. Geomancy's cool.)
 

log in or register to remove this ad





jgbrowning said:
How's the OGC declaration on it?

joe b.

It looks like almost everything is declared open except for Chapter 6 - and as stated above, that was "modified" from The Gamma World book - I don't know if that is open or not as I don't own that book.
 


I had a chance to work on this book but turned it down because of conflict of interest since I had just finished Torn Asunder and they wanted me to tackle to the initiative and critical combat systems. I am very curious to see how it differs from what I wrote for Torn Asunder. Glad to see that someone like Patrick was picked up for it. :)
 

Patrick O'Duffy said:
Glad to hear it!

(I didn't do the geomancer, but I'm looking forward to checking that bit out myself when my author copies arrive. Geomancy's cool.)
Yeah, Geomancy rocks. HA! Get it? Oh I kill me....

Seriously though it is cool. They study for most of their spells, but can draw on the power of the earth to power a hand full of low level spells spontaneously. They get bonuses to working with natural rock and earth that are pretty handy it seems. They get an appraise bonus equal to their class level when examining gems. Something to do with ley lines and nodes, but I didn't catch that with the quick read through. The FLGS was TEEMING with WH40K. TEEMING I say! Some big tournement. Rogue Trader or something.

I will have to get a friend over once I pick up that book and playtest the health level rules with a sample PC or two.
Tell me though Mr O'Duffy (and I am sorry that I am about to butcher the terminology for the health level rules), why is the DC for the resistance roll fixed? I didn't see a side bar with the option to flex it about a bit. It looks fine and speedy, but players do love to roll their damage dice. I was thinking 3d6+damage rating? That way it is still mostly around 10+Damage, but the chance of a really good hit or a bad one is still out there. What do you think?
 

Ghostwind said:
I had a chance to work on this book but turned it down because of conflict of interest since I had just finished Torn Asunder and they wanted me to tackle to the initiative and critical combat systems. I am very curious to see how it differs from what I wrote for Torn Asunder. Glad to see that someone like Patrick was picked up for it. :)

Well, the system in the APG is a lot simpler, of course; I only had 10,000 words to work with, rather than a full book. But I think it produces some fun and interesting results, in the spirit of something like the old Warhammer RPG, while still being reasonably fast and straightforward.

But of course, I would think that. I'd be pleased to hear feedback from those who try it out.
 

Remove ads

Top