SAS D20 -- A disappointed view

Lizard

Explorer
Posted in this forum as it seemed like the best way to be sure GOO had a chance to read&reply.

I am very saddened to be writing this.

Given the extraordinarily high quality of Guardian of Order/BESM products up until now, I had very high hopes for Silver Age Sentinels D20. The Tri-Stat/D10 version of SAS is easily neck-and-neck with Champions, the undisputed king of superhero RPGing, and is a singularly beautiful book, to boot. Thus, I was very much looking forward to the D20 version.

Please note, this isn't a review of D20 SAS as a game unto itself; it's a review of D20 SAS as a *D20* game.

I don't know how else to say this: SAS D20 is two years too late. Two years ago, when you could print toilet paper with the D20 logo on it and sell out, this game would be a hit. Now, the market is a lot more mature (read 'glutted') and the fanbase demands high quality. When only one company can produce a book about, oh, let's pick dwarves, players bought it they played dwarves. When a half-dozen companies make such books, the best win out, and the rest fill bargain bins for decades to come. Two years ago, a half-assed conversion of an existing rules set to a sort-of D20 version would sell well enough; today, I fear, it's going to flop badly, and we'll have another entry in the "D20 is Dead, Because My Poorly-Done Implementation Didn't Sell" competition. That this is coming from a company I regularly praise and consider one of the best gaming companies out there is exceptionally disappointing. I'll keep buying all their other products, but I'll be very cautious about those which bear the D20 logo.

Quite simply, this is not so much a D20 version of the game as it is set of conversion guidelines disguised as a complete game. While over-slavish devotion to the D20 'core' rules at the expense of genre compatibility is a flaw some companies suffer from, here, the reverse is the case -- only enough of the D20 system was allowed to leak in to justify putting the logo on the cover. Frankly, a 30 page PDF online, or the equivalent in the back to the tri-stat SAS book (OGLed, not D20 STLed, ala Godlike) would have been superior.

Specifics:
A minor point: The chart on page 23 is wrong, listing 'human average' for abilities as 8-9, with 10-11 as being 'above average'.

Classes: Classes in superhero games are tricky. While heroes fall into a number of classic archetypes (Brick, Blaster, Speedster, etc), most have oddities and powers which fall outside the norm. SAS provides a number of classes -- Acrobat, Skulker, Costumed Fighter, and others, with class progression charts, but, rahter confusingly, doesn't define them -- at least not in the classes section! Much later in the rules, there is a VERY brief summary of these 'classes' -- a paragraph each -- except, well, not really. It's just the standard SAS discussion of classic hero archetypes. "Costumed Wizard" is just called "Wizard" in the description (the class name was done to avoid confusion with the 'Wizard' character class from core D20), and there's several 'classes' mentioned --Elemental and Metamorph -- which do not exist in the class rules. Can *I* figure out what's going on? Sure. How about someone who is newer to superhero gaming? Maybe, maybe not. IAE, it reeks of unprofessionalism and a slap-dash job. If you're going to reuse your 'superhero archetypes' chapter as a makeshift 'classes' chapter, at the least, make sure there's a 1-to-1 correspondence and that the names match up!

Skills and Feats: Here's where it really gets troubling. First off, THERE ARE NO FEATS. That's right, none. Bye-bye, any ability to balance other D20 characters. Hello, major conversion headaches for monsters and other critters. Why no Feats? According to the author, D20 SAS has other combat rules which make Feats unnecessary. Because, after all, there are no non-combat Feats, right? And it's not like Feats are one of the core D20 mechanics for proividing k00l p0w3rz as well as helping define a character's focus within the class structure. And, of course, the superhero genre, filled with unique and special uses for powers, has no need of Feats!

Why are there no Feats? Because there are no feat-equivalents in Tri-Stat, and, thus, converting characters would be made too difficult. Tri-Stat doesn't NEED feats, it's a perfectly balanced and fun system without them -- but the're a key component of D20.

Skills: The system ignores the core D20 skills entirely, and just replicates the SAS skill list. Animal Training -- not Handle Animal. Lots of specialized knowledge skills, not Knowledge(Subject). Open Lock and Disable Device are subsumed into a generic 'burglary' skill. Etc. Why is this bad? Because while it makes converting SAS Tristat characters easy, it makes converting 'Core' D20 characters nearly impossible without a lot of effort. While new genres demand new skills -- look at the skill lists for Sidewinder or Spycraft or Dragonstar -- skills which are identical should remain identical, and the 'breadth' of skills should be kept the same. Again, the focus is on minimizing differences between SAS D20 and SAS Tri-Stat characters. The question is -- why? Presumably, the target audience here is D20 gamers who want to mix SAS with the other D20 material out there. This game won't draw people into Tri-State gaming; the original SAS is good enough that it can do that all by its lonesome. What were they thinking?

Combat: SAS D20 uses a mechanism whereby each character has combat skills which add to attack or defense "in place of feats". Except, of course, that they're not in place of feats - except maybe things like Weapon Focus or Dodge. Improved Critical? Weapon Finesse? Cleave? Precise Shot? None of these can be modelled with the combat skills. Never mind things like Attacks of Opportunity, Flanking, or any other concepts which tend to be part of the D20 rules. Dropping a few of these things -- AOO, for example, can be confusing, and of less importance in modern games -- is fine, but, basically, the entire combat system is totally changed. Even the basic D20 to beat AC roll is different. First, AC is randomized, and, second, there is an additional 'defense roll' after you've been hit to see if you've REALLY been hit.But Dex isalready figured into Armor Class, so... Critical hits are always on a 20, and always double damage, and no second roll is required -- meaning a low level character crits as often as a skilled one.

Random bit: The table of object armor (not hardness) differs from the default ratings given in the DMG and the SRD.

Movement: Never mind the D20 movement rules; all movement rules are expressed in SAS Tri-Stat terms, with a small box explaining how to convert from D20 speeds if (disdainful sniff) you want to.

OGL Compliance: Frankly, I think GOO dances REAL close to the 'create a character' limits of the STL, but that's between them and WOTCs lawyers.They aren't, IMO, the only ones who play REAL fast and loose with the rules there. However, I'm more concerned about Open Gaming Content. The OGC is easily identified -- it's everything in Helvetica. Except that vast swathes of rule-based text, such as the weapon and vehicle mods, contain NO OGC, not even a one sentence 'game mechanics' summary.

There's more, but those are the highlights.

Want a great superhero RPG? Buy Siliver Age Sentinals, Tri-Stat edition. Want a great D20 superhero RPG? Right now, my money is on 4 Color To Fantasy, esp. if they are timely with the powerbook. Deeds Not Words also seems good. I look forward to Mutants&Masterminds, as well. But SAS D20 looks like an attempt to slap-dash a D20 conversion into the rules in a quickie attempt to exploit the logo -- in a time wen the logo is less and less valuable in and of itself, and the Great Shakeout is beginning. The worst consequece of this will be D20 fans judging all GOO games by this standard, and missing out on some of the best games currently made, which would be a pity, both for the fans and for GOO.
 

log in or register to remove this ad

It's Silver Age Sentinels, not D&D

Ok, I can address most of your points by simply stating that SAS d20 was never intended to be D&D in tights. If someone wants a D&D superhero game, buy the Epic Level Handbook - that's what it is - a superhero-ed version of D&D. We designed a superhero game using the d20 mechanic (which is roll one d20, add modifiers and attempt to achieve a value equal to or greater than a target number known as a DC). Spell-like abilities and feats and the rest are not the core of d20 - they are expressions of it.

-----
A minor point: The chart on page 23 is wrong, listing 'human average' for abilities as 8-9, with 10-11 as being 'above average'.
-----
Again, not D&D. This is Silver Age Sentinels. For an average _human_, the average _is_ about 9. In SAS. Admittedly, for an average character, it is higher but for the average person on the street, that is accurate.

-----
Skills and Feats: Here's where it really gets troubling. First off, THERE ARE NO FEATS. That's right, none. Bye-bye, any ability to balance other D20 characters. Hello, major conversion headaches for monsters and other critters.
-----
First, yes, there are no feats. The combat skills, Combat Techniques, Special Movements, and various other powers made _most_ feats unnecessary. Second, the game is not D&D in tights. I say this again because it is important. We have plans for several other d20 games in the near to medium future and several of them will be more tradtional approaches to d20 because they will have crossover potential with games that people view as traditional d20 games. Thus, we want to present them in ways win which traditional d20 players will be familiar and be able to easily utilize them with their other traditional d20 material. SAS? Well, we pointed out various things that a GM must consider if doing conversions but we also set the system up in a way that was best for the game, not for using the game with D&D or Spycraft or someone else's IP. We wanted to make the game the best system _for Silver Age Sentinels._

-----
Why are there no Feats? Because there are no feat-equivalents in Tri-Stat, and, thus, converting characters would be made too difficult. Tri-Stat doesn't NEED feats, it's a perfectly balanced and fun system without them -- but the're a key component of D20.
-----
No. They aren't. They are a cool (or kewl, as may be the case) part of D&D and various other d20 mechanic games but they are not a key component of d20.

-----
Skills: The system ignores the core D20 skills entirely, and just replicates the SAS skill list.
-----
We felt "converting" our existing skill list to the D&D skill list provided absolutely no benefit and thus served no purpose. Yes, we _could have_ done the conversion, but why? Was it good for the game? No. It was, at best, a neutral proposition. It wasn't better nor worse. Thus, why do it? Because D&D players are familiar with it? Sure, but we aren't making D&D. We are making the best game system possible for a superhero game using the d20 system mechanic.

-----
What were they thinking?
-----
We were thinking about how to make the best superhero d20 game possible. Heaven forbid...

-----
Combat: SAS D20 uses a mechanism whereby each character has combat skills which add to attack or defense "in place of feats". Except, of course, that they're not in place of feats - except maybe things like Weapon Focus or Dodge. Improved Critical? Weapon Finesse? Cleave? Precise Shot? None of these can be modelled with the combat skills.
-----
I won't bother beating the dead horse of "not a D&D game." Oh, wait, I just did... <grin>

-----
Never mind things like Attacks of Opportunity, Flanking, or any other concepts which tend to be part of the D20 rules.
-----
Those portions of the rules are 1) not in the best interest of the fast-paced superhero game we were interested in designing and thus removed from the game and 2) really require gamers to use miniatures (or counters) on a grid to track movement. When characters can run at 10 000 mph or fly at 1 000 mph, a grid of 5' squares becomes laughably stupid. Do the conversions and find out how fast some of the characters are moving in terms of 5' squares. No, really, before you reply, do the conversion and you might notice why we didn't bother addressing any of the grid-based movement that is common in most d20 games. Since the numbers are so high, we preferred to utilize the traditional "role-playing" based movement with which most experienced gamers are familiar. Most gamers are accustomed to thinking of movement in imaginary terms of "ok, you zip by the bad guy, smacking him in the head and zip around the corner of the building before he can counter-attack. Now what do you do?"

-----
Dropping a few of these things -- AOO, for example, can be confusing, and of less importance in modern games -- is fine, but, basically, the entire combat system is totally changed.
-----
Perhaps you'd like to look a little closer. I think you'll find the system is amazingly similar. The presentation is different from most traditional d20 games but the mechanics are incredibly similar.

-----
Even the basic D20 to beat AC roll is different. First, AC is randomized, and, second, there is an additional 'defense roll' after you've been hit to see if you've REALLY been hit.
-----
See the DMG on page 64, top of the right column. Thanks for playing.

I'm sorry that SAS d20 isn't your cup of tea but I'm glad you called it out so that others who share a similar view (who are looking for D&D in tights) can avoid the game. SAS d20 is _NOT_ D&D in tights. It was never designed to be that. It was designed to be the best superhero game possible using the d20 system mechanics. It is that. It is not D&D. If you are looking for D&D in tights, I'm sure that at least one of the other half dozen or so publishers who are bringing a d20 superhero game to the market will appeal to your tastes. If you are looking for the best system possible for emulating the superhero genre, then SAS may be the game you are looking for (I'm biased and think it _is_ the game you are looking for but I'll leave that choice to the readers).
 

A few quick replies:
a)I'm well aware of the DMG optional rule; this was noted in the SAS text after all. It's the secondary 'defense roll' which bugs me.

b)On speed, flanking, etc -- all I can note is that Champions, generally considered 'the one to beat' in superhero gaming is even more tactically defined than D20. (To the point where you basically need to set aside 3-4 hours for a typical fight scene...)

c)If you say your goal was to create the best D20 based superhero game on the market, I have to take you at your word. It is a pity, then, that the impression I take away from the rules was that your goal was to create a D20 game as compatible as possible with the Tri-Stat version of the rules, despite the fact the (presumed) target audience would be people tapped into the D&D 'network', not core tri-stat gamers. (I actually play twice as much tri-stat as D&D; I'm in a Sailor Moon game and a BESM fantasy game, and I run a D&D game. So please don't think I'm approaching this from the perspective of a "There is no system but D20, and Ryan Dancey is its prophet" fanatic.)

Of course, the proper reply here would be something along the lines of "We think SAS Tri Stat is the best superhero game out there, therefore, the best D20 superhero game will of course closely resemble it." :)

IAE, the marketplace and the fanbase will decide.
 

b)On speed, flanking, etc -- all I can note is that Champions, generally considered 'the one to beat' in superhero gaming is even more tactically defined than D20. (To the point where you basically need to set aside 3-4 hours for a typical fight scene...)
-----
So, for a fast-paced, action oriented game system, you're suggesting we emulate a game system that requires 3-4 hours for a typical fight scene? You'll forgive me if I select what's behind door number 2.

-----
c)If you say your goal was to create the best D20 based superhero game on the market, I have to take you at your word.
Of course, the proper reply here would be something along the lines of "We think SAS Tri Stat is the best superhero game out there, therefore, the best D20 superhero game will of course closely resemble it."
-----
Actually, the answer is close. We feel that the basic structure we established for SAS Tri-Stat is perfect for a super-hero rpg and thus ported that over to the d20 mechanics. The two games share similarities in the important areas (freedom fo character creation, emulation of the genre, etc.) but differ on system styles. If you prefer system lite games, the Tri-Stat version is what I would recommend. If you prefer system "crunchy" games, then the d20 version is what I would recommend. Both accomplish the established goal of making the best super-hero game possible for the specific system, but each uses slight differences that are system specific.
 

whisper_jeff said:

So, for a fast-paced, action oriented game system, you're suggesting we emulate a game system that requires 3-4 hours for a typical fight scene? You'll forgive me if I select what's behind door number 2.

A hit! A touch, I do confess it!

Actually, my issue is not so much that I want "D&D in tights" but, rather, "D20 Champions". (My own attempt at a D20 superhero system, mostly dropped due to other demands on my time, was moving in this direction.)

The quest continues...
 

Lizard said:
When only one company can produce a book about, oh, let's pick dwarves, players bought it they played dwarves. When a half-dozen companies make such books, the best win out, and the rest fill bargain bins for decades to come.

Before I comment on SAS d20, I wanted to respond to this- I don't think your example is a good one.

The three dwarf books that came out recently all got decent praise- and I don't think a "best" was picked out of them. It seems a lot of people just went with the one they felt went better for their group (Mongoose was my choice). Maybe you are right, but I don't think any of them are considered failures. I would be surprised to see any of them in a bargin bin.

As for SAS d20:
I still intend to look at SAS d20, but have you tried taking the game for a test drive and see how it plays?

It seems most of your complaints are about it not meeting your expectations, but if you have a checklist of requirements in a d20 super game- then I suspect you are always going to be disappointed.

Since it is a departure from some of the d20 standards- I am all the more curious to hear how it plays then how it looks like it plays.

FD
 

I have to agree with Lizard, at least in spirit.

I have no doubt that SAS d20 is a great Supers game -- it's just not enough of a "regular" d20 game for me, I guess.

Perhaps I was looking for "D&D in tights", but I picked up SASd20 at GenCon because I wanted a Supers game that my d20-centric group could quickly pick up and play. Reading through SASd20, I soon knew that wouldn't be the case.

If I wanted to learn a new game - a great Supers game - I would have grabbed the tri-stat version. It looks great! Really! But I just don't think there's enough of a "regular" d20 overlap to make SASd20 work for me.

For example, we picked up CoCd20. It took one quick read through by the DM, who then explained the few differences from D&D, and we were up-and-running in about 5 minutes.

We looked at Spycraft, and understood it pretty quick.

Star Wars hasn't been a problem.

SASd20 -- well, that just confused the hell out of us. Maybe we were just expecting something different, but maybe it should have been released without the d20 logo...

I don't know. Like I said, it's not at all a bad game, it's just not what I expected from a d20 Supers game... perhaps that means that "d20" has been expanded and redefined... but perhaps I just need to reevaluate what I think of as d20 to be (80% D&D-ish isn't a pretty tag, but maybe it works for my group.)
 

Sounds like a shoddy d20 conversion job was done

Can you imagine if the designers of d20 Call of Cthulhu took the same shoddy approach? You'd have Anthropology as a skill, not Knowledge (Anthropology). I'm sorry, it sounds like SAS d20 is going to go the way of Deadlands d20 (into the trashcan of history). I predict it. You heard it hear first.
 
Last edited:

I don't have SAS d20, only the "real" SAS, so take what I say with a grain of salt...

I'm glad they changed as little as they did. SAS is a great game, and if the d20 version can come close to matching it, it should be great too. Since all further books in the line will be dual statted, keeping as much stuff similar between the 2 games was of UTMOST importance! This will mean easier conversion and less space spent on the dual stats. As it is, only the small box at the top of the character profile (the one with stats, ACV/ to hit, DCV/ AC, etc) needs to be duplicated. The powers, skills, defects, etc are otherwise pretty much the same between the 2 games, meaning less wasted space no matter which version you play.

It is VERY ironic that you compare SAS to D20 Deadlands. The greatest problem with Deadlands was that TOO MUCH was changed from the original system. Gone were the poker chips, playing cards, spell rules, etc. It was basically D&D in the old west, and it was criticized for that. GoO tried the opposite path and strove to retain as much of the original game as humanly possible, and so they get criticized because it is not enough like D&D in tights! Honestly, there is just no pleasing some people...

By the way, I'll second the call to just buy the "real" SAS... best supers game I've ever seen...
 

One of my friends is a little disapointed in the d20 fragmentation he's seen becuase he was dying to do SAS with Spyrcraft. He's pleased with both products but sees little hope of combining the systems. He's still reading through 'em but so far he's not convinced it's possible. SOmething I found, to a much lesser extend, with Wheel of Time and D&D.
 

Remove ads

Top