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<blockquote data-quote="ragboy" data-source="post: 4930323" data-attributes="member: 4151"><p>Welcome to the fun! </p><p>It's all in the trappings. You may have two guys that have the "Slugger" edge, but one of them is a boxer and the other one is a martial artist. If the players are cynical about it ("but it's the same effect, so the characters are the same!") then they're playing a different game. It's the same argument that comes up with regard to spells and powers. The powers are completely generic; the challenge to the player is to describe what her version of "Bolt" looks like, as well as what it's called. </p><p></p><p>I have the Fantasy Companion and I had the Fantasy Toolkit before that (they have a lot of crossover content). The Companion is a solid book, and it was welcome in my game, mostly because my players are fantasy bigots... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>The big thing it adds is the system for magical items (this was also present in the toolkit). The addition of arcane backgrounds, I think, wasn't all that exciting, but it at least gave me a handful of examples to take and tweak or rebuild to my liking. If you're into wargames, it also has some siege rules. A few new powers, but nothing that you couldn't have hacked together on your own. Ah, also it has a pretty good system for making new races (also available in Slipstream, I believe.)</p><p></p><p>So, if your group is mostly into fantasy rpg like mine, then it's pretty essential for the magic items, alone.</p></blockquote><p></p>
[QUOTE="ragboy, post: 4930323, member: 4151"] Welcome to the fun! It's all in the trappings. You may have two guys that have the "Slugger" edge, but one of them is a boxer and the other one is a martial artist. If the players are cynical about it ("but it's the same effect, so the characters are the same!") then they're playing a different game. It's the same argument that comes up with regard to spells and powers. The powers are completely generic; the challenge to the player is to describe what her version of "Bolt" looks like, as well as what it's called. I have the Fantasy Companion and I had the Fantasy Toolkit before that (they have a lot of crossover content). The Companion is a solid book, and it was welcome in my game, mostly because my players are fantasy bigots... :) The big thing it adds is the system for magical items (this was also present in the toolkit). The addition of arcane backgrounds, I think, wasn't all that exciting, but it at least gave me a handful of examples to take and tweak or rebuild to my liking. If you're into wargames, it also has some siege rules. A few new powers, but nothing that you couldn't have hacked together on your own. Ah, also it has a pretty good system for making new races (also available in Slipstream, I believe.) So, if your group is mostly into fantasy rpg like mine, then it's pretty essential for the magic items, alone. [/QUOTE]
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