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[SPYCRAFT 2.0] How does it play?
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<blockquote data-quote="Henry" data-source="post: 3584022" data-attributes="member: 158"><p>If you learn to cut out and streamline the parts that bog you down, it's <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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /> awesome. For me, that was the dozens of special damages and conditions in the combat chapter (like fire damage vs. light damage vs. stress damage vs. electrical damage, and the things like sprawled vs. prone vs. crouched vs. leaning vs. standing, etc.) I found many neat innovations, and loved how they did away with Op-attacks, but replaced it with penalties to attacks and Defense and Dex bonuses - this one thing streamlined everything from firing a gun at a guy you're in melee with, to grappling, to bull rushes, etc.</p><p></p><p>The Feats are a Strategic player's delight, as the names are innovative, and the feats themselves give you many and varied bonuses, from combat related feats, all the way down to role-play oriented feats. A player could pick 20 levels worth of feats and still not have to step on a combat feat, there's so freaking much.</p><p></p><p>Combats play about as well as any other d20 game I've seen - faster than D&D, but slower than Mutants and masterminds, if you're looking for a gauge. Action is high-octane by default, with dozens of options in the GM chapter on changing the feel from super-spy to hard sci-fi, to comic book to wild western, to zombie horror.</p><p></p><p>I created and ran a Convention Demo of Spycraft 2.0 based on the Movie Equilibrium. One character was a turncoat Gun-Kata Cleric, the others of the team were Spec-ops type rebels fighting to destroy the drug-dispensing centers from the Movie. They were the ones who set the charges in the movie, and on the way they discovered the secret to a cache of sense-memory material, which included things from Raggedy-Ann dolls to D&D boxed sets. Because it was Spycraft, the Grammaton Cleric could be cool, AND the other PCs could shine as well both in combat and out. My Thanks to Morganstern for the Grammaton Cleric conversion, because that conversion made him feel perfect. While the others were raking with autofire, slicing networks, and driving with supreme skill (using the game's chase rules), the Cleric was dancing around the battlefield, taking no penalties, putting bullets in the heads of mooks like a lethal ballet-dancer. Awesome, awesome game.</p><p></p><p>And Awesome, Awesome, rules set. If it weren't so cluttered with the extra fires and conditions, I'd call it one of the top 5 d20 versions of all time, and one of the top 10 role playing games of all time.</p></blockquote><p></p>
[QUOTE="Henry, post: 3584022, member: 158"] If you learn to cut out and streamline the parts that bog you down, it's :):):):):):):) awesome. For me, that was the dozens of special damages and conditions in the combat chapter (like fire damage vs. light damage vs. stress damage vs. electrical damage, and the things like sprawled vs. prone vs. crouched vs. leaning vs. standing, etc.) I found many neat innovations, and loved how they did away with Op-attacks, but replaced it with penalties to attacks and Defense and Dex bonuses - this one thing streamlined everything from firing a gun at a guy you're in melee with, to grappling, to bull rushes, etc. The Feats are a Strategic player's delight, as the names are innovative, and the feats themselves give you many and varied bonuses, from combat related feats, all the way down to role-play oriented feats. A player could pick 20 levels worth of feats and still not have to step on a combat feat, there's so freaking much. Combats play about as well as any other d20 game I've seen - faster than D&D, but slower than Mutants and masterminds, if you're looking for a gauge. Action is high-octane by default, with dozens of options in the GM chapter on changing the feel from super-spy to hard sci-fi, to comic book to wild western, to zombie horror. I created and ran a Convention Demo of Spycraft 2.0 based on the Movie Equilibrium. One character was a turncoat Gun-Kata Cleric, the others of the team were Spec-ops type rebels fighting to destroy the drug-dispensing centers from the Movie. They were the ones who set the charges in the movie, and on the way they discovered the secret to a cache of sense-memory material, which included things from Raggedy-Ann dolls to D&D boxed sets. Because it was Spycraft, the Grammaton Cleric could be cool, AND the other PCs could shine as well both in combat and out. My Thanks to Morganstern for the Grammaton Cleric conversion, because that conversion made him feel perfect. While the others were raking with autofire, slicing networks, and driving with supreme skill (using the game's chase rules), the Cleric was dancing around the battlefield, taking no penalties, putting bullets in the heads of mooks like a lethal ballet-dancer. Awesome, awesome game. And Awesome, Awesome, rules set. If it weren't so cluttered with the extra fires and conditions, I'd call it one of the top 5 d20 versions of all time, and one of the top 10 role playing games of all time. [/QUOTE]
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