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Spycraft 2.0 is awesome!
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<blockquote data-quote="Denaes" data-source="post: 2471720" data-attributes="member: 33738"><p>I'm into the chapter on skills after skimming over the class chapter. </p><p></p><p>So far I've heard good things online. Havn't seen much of anything extraordinary yet. The Action dice look a little sad to me in their application as a bonus. </p><p></p><p>The Skill Section so far is pretty ho-hum. I'm sure the section will be useful for examples and specific occorances of skill use in a Spy setting. </p><p></p><p>I'm not sure how useful or how much skill caps will add to the game. Why it helps the game for lower level skills (Rank 1-3) to have a cap of 20 is beyond me. I guess to keep them from doing as well as the dice and their modifiers would normally allow them to do? I'd think 20 + their skill rank should be the lowest cap (so 21-23 in this case). Maybe they'll make a case for it later. I guess it's becuause you can have others helping you and Ability Scores and Discretionary Bonuses, etc. But I guess I'm not a huge fan of limiting PCs in that way. </p><p></p><p>The books seems well laid out... just thick. There is a lot to absorb and unfortunately it's OGL. This means you have the eye stabbing fun of re-reading through stuff you've read before, but the wording is different and <em>sometimes</em> so is the rule/mechanics. </p><p></p><p>Thats a problem with most d20/OGL games and not a problem specific to Spycraft. At least they prepare you in Ch1 for some of the major changes <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>I'm preparing myself to be wowed as I continue onward <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></blockquote><p></p>
[QUOTE="Denaes, post: 2471720, member: 33738"] I'm into the chapter on skills after skimming over the class chapter. So far I've heard good things online. Havn't seen much of anything extraordinary yet. The Action dice look a little sad to me in their application as a bonus. The Skill Section so far is pretty ho-hum. I'm sure the section will be useful for examples and specific occorances of skill use in a Spy setting. I'm not sure how useful or how much skill caps will add to the game. Why it helps the game for lower level skills (Rank 1-3) to have a cap of 20 is beyond me. I guess to keep them from doing as well as the dice and their modifiers would normally allow them to do? I'd think 20 + their skill rank should be the lowest cap (so 21-23 in this case). Maybe they'll make a case for it later. I guess it's becuause you can have others helping you and Ability Scores and Discretionary Bonuses, etc. But I guess I'm not a huge fan of limiting PCs in that way. The books seems well laid out... just thick. There is a lot to absorb and unfortunately it's OGL. This means you have the eye stabbing fun of re-reading through stuff you've read before, but the wording is different and [i]sometimes[/i] so is the rule/mechanics. Thats a problem with most d20/OGL games and not a problem specific to Spycraft. At least they prepare you in Ch1 for some of the major changes :D I'm preparing myself to be wowed as I continue onward :) [/QUOTE]
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