Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Starfarers Handbook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 2008659" data-attributes="member: 172"><p><strong>Dragonstar Starfarer's Handbook</strong></p><p></p><p><em>Dragonstar </em>is a new setting for the D20 system by Fantasy Flight Games that aims to boldly go where no D20 system product has gone before. Okay, well that's not quite accurate. By the time the <em>Starfarer's Handbook </em>hit the streets, other d20 system products with space faring elements of some sort were already out.</p><p></p><p>However, <em>Dragonstar's </em>approach is not to merely make a spaceborne d20 system SF game, but to take the current D&D fantasy tropes and extend them into a far future space opera type setting. The basic idea behind Dragonstar is: take a galaxy full of D&D style worlds, and introduce technical innovation into a spacefaring society. Of course the one thing that the authors hung their hat on was the idea that somehow, races as powerful and majestic as dragons would have a strong role.</p><p></p><p>The <em>Starfarer's </em>Handbook is the first book in the <em>Dragonstar </em>line, hopefully giving a player everything they need to know to play the setting. The more setting related elements will be in the upcoming <em>Dragonstar Galaxy Guide</em>, and there will be more equipment in <em>Dragonstar Imperial Supply</em>.</p><p></p><p><strong>A First Look</strong></p><p></p><p>The <em>Dragonstar Starfarer's Hanbook </em>is a 176 page hardcover book. The cover has a dragon-like seal on the front with a bright orange backdrop, and dark gray borders with the look of machinery.</p><p></p><p>The interior of the book has both color and black-and-white sections. The title page, table of contents, and chapter one (a total of 16 pages) are all glossy full color plates, with color art and a space-patterned background. The remainder of the book is black and white on heavy paper, similar to that used on other FFG D20 system hardbounds.</p><p></p><p>The interior art is generally well done, though there were some sketchy drawings that don't personally catch my eye (especially in the class section.) The art serves both decorative and illustrative purposes, and help the reader to picture <em>Dragonstar </em>versions of their D&D fantasy perennials like orcs and drow, wizards and paladins.</p><p></p><p>The layout is well done. The typeface and column space are snugger than in prior FFG books, and the margins look thinner as well. The art size and usage is not overdone (and the amount of art might even be considered a little sparse.) As far as words per page, you are getting a pretty good deal. Tables are offset in attractive thematic boxes with the appearance of machinery holding a scroll.</p><p></p><p>However, the <em>Starfarer's Handbook </em>comes in at 16 cents per page, slightly above average for books in this range. With the good text density, this delivers a relative average value based on cost and content density alone.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p>The Starfarer's Handbook is organized into 9 chapters plus an index (which isn't listed in the Table of Contents.)</p><p></p><p><strong>Chapter 1: Welcome to Dragonstar</strong></p><p></p><p>The first chapter is an introduction to the Dragonstar galaxy and concept. Dragonstar is basically the creatures and classes of D&D 3e thrust whole cloth (magic, creatures, and all) into a far-flung space opera setting.</p><p></p><p>The majority of the first chapter is with a narrative perspective. The supposed narrator appears to be a highborn warrior on a backwards world that gets overtaken by the Dragon Empire. He first provides a perspective on what being integrated to the Dragon Empire was like, with some scenes that may set the tone for the setting, and then goes on to explain the basic premises of his universe, the <em>Dragonstar </em>setting.</p><p></p><p>The basic premise of the setting is that magic does not replace technology, but stands alongside it. Far future technology like you see in your typical SF game exists in Dragonstar. However, magic can continues to exist and can do things that science cannot do, such as faster than light travel.</p><p></p><p>In the <em>Dragonstar </em>universe, various races established empires as they expanded into space. One of the earliest pre-eminent empires was Qesemet, a kingdom composed of the good metallic dragons of <em>D&D</em>. However, the evil chromatic dragons weren't about to bow and scrape to this kingdom and created their own empire for their own foul purposes: Asamet.</p><p></p><p>Of course, no good could come of this situation. As the empires expanded, they got into conflicts with one another. This led to a brutal nasty war that spanned the stars. After the lives of millions were lost, the dragons came to realize that something had to change. They made peace for their own survival, and formed a new empire in which all dragon clans can take a part. Further, most other races fall under this banner, but the dragons are in charge.</p><p></p><p>Under the new empire, each dragon race holds the throne of the empire for 1000 years. After the end of the 1000 years, the throne passes to an emperor elected by a different clan. The five metallic races got the chance to go first. In the time that the Drogonstar milieu is set, the first 5000 years have passed and the throne has passed into the hands of a capricious red dragon.</p><p></p><p>The setting also introduces a "Unification Church." The Unification Church basically purports that all existing deities across the thousands of worlds are actually aspects of one or more of 12 basic deities that embody certain aspects of worship, such as the father, the mother, the destroyer, and the warrior.</p><p></p><p>The section discussing the law handles the issue of alignment in an interesting way. Basically, it revolves around what is called the <em>principle of active morality</em>. By this principle, people are judged in the law by what they do, not by their alignment. Detect evil is inadmissible in courts, and a paladin can be jailed for murder if he hews down someone just for being evil (which is fine by me, since I never really cared for the "team jersey" interpretation of alignment that some GMs subscribe to anyways.)</p><p></p><p><strong>Chapter 2: Races</strong></p><p></p><p>The second chapter is devoted to the topic of races in <em>Dragonstar</em>. The chapter begins with a justification for why so many of the same races exist on different world. Of course, they put it to the handiwork of the gods, who exercised a degree of uniformity in their creations.</p><p></p><p>The chapter first addresses the existing races in the PHB and D20 SRD. There is about a page devoted to each race describing how the various races have adapted to life in the stars, their relations with other races, their world, and their tendencies with regard to religion. Most races also receive one or two new racial abilities that befit the setting. For example, dwarves sensitivity translates into a precise ability to estimate the level of gravity, elves receive bonuses with biology knowledge checks and their natural grace give them a bonus on freefall checks, and the gnomes scientific mechanical nature gives them a bonus on repair check and chemistry and physics knowledge checks, and gives them mechanist as an additional favored class.</p><p></p><p>In addition to expanding on the nature of the standard races, four new races are introduced. Or rather, three races that already exist in the PHB were given player character treatment (the drow, orcs, and half-dragons), and one brand new race is introduced: the soulmech. The drow and half-dragons are assigned level equivalents identical to the ones that appear in the DMG. Orcs and soulmechs have no level modifiers.</p><p></p><p>The soulmech is a construct given intelligence by capturing the essence of a living being via the soul bind spell. The soul is transferred into a neural net in the new construct. Soulmechs have an impressive array of race abilities and benefits, including extra hit points and most of the immunities of constructs, though they have drawbacks such as not being able to be healed by standard divine cure spells (though there are arcane spells that are effective). In theory, their drawbacks balance their advantages and their is no level modifier for soulmechs. However, I do not believe in the GURPS philosophy of balancing big advantages with annoyance. In my own campaign, I am likely to pare down the disadvantages that they get and assign them a +1 level modifier.</p><p></p><p><strong>Chapter 3: Classes</strong></p><p></p><p>As with the last chapter did with races, this chapter gives extended treatment to the existing d20 system classes in the <em>Dragonstar </em>setting, and introduces new classes.</p><p></p><p>First up, the changes to the core classes are described. Each class has a few paragraphs discussing their nature in the dragon empire, as well as mechanical changes and additions. Many of the mechanical changes are managed by the technical proficiency feat, described later. Those classes that have the technical proficiency feat are familiar with advanced technology, and many of them gain proficiencies with high tech weapons according to their class. In addition, certain new skills are added to the new classes, and some classes gain new class abilities. For example, fighters have a list of additional feats that they can select from, paladins no longer has a special mount ability, but gain improved access to divine spellware (see the chapter 4 summary), and rangers don't receive <em>two-weapon fighting </em>and <em>ambidexterity</em>, but do receive <em>point blank shot </em>and <em>far shot </em>instead.</p><p></p><p>After the new rules for the existing core classes, two new core classes are introduced: the pilot and the mechanist. Though pilot is a skill in dragonstar, members of the pilot class receive expanded access to feats related to piloting, as well as a variety of piloting related class abilities. The mechanist represents talented technicians and engineers. They also receive a selection of free feats as they gain levels, and class abilities like <em>jury rig </em>(make repairs without all the necessary parts) and <em>upgrade </em>(add bonuses to technical devices).</p><p></p><p>After the core classes, prestige classes are given a similar treatment. First, alterations and notes are provided for prestige classes in the DMG / D20 SRD, and introduced three new prestige classes. The <em>gundancer </em>is a mystic warrior who masters firearms, and gains class abilities that make them formidable combatants with ultramodern ranged weapons. The <em>negotiator </em>is a civilized class specialized in the art of diplomacy and politics in the empire. The <em>technomancer </em>is a characters who combine magic and science; they have their own spell list that deal with technology, and have class abilities that otherwise let them use magic to influence technology.</p><p></p><p>Finally, the NPC classes are given a similar treatment. New class skills, guidelines, and notes regarding the role of the existing NPC classes are provided, and one new NPC class is provided: the <em>thug</em>. The <em>thug </em>is a lesser version of a rogue, and is very similar to the one presented in FFG's <em>Traps & Treachery</em>. The <em>thug </em>has a <em>backstab </em>ability that is an inferior version of the <em>sneak attack </em>ability of the rogue, and a smaller selection of skills than the rogue.</p><p></p><p><strong>Chapter 4: Skills</strong></p><p></p><p>Chapter 4 provides notes for existing skills to fit them in the ultramodern <em>Dragonstar </em>setting, as well new skills for the setting. The notes for skills include situations that might arise from technologies or other situations that you wouldn't find in the typical D&D setting such as freefall. Some skills are enhanced if the character has the <em>technical proficiency </em>feat to allow the character to perform tasks involving technology, like using craft(armorsmith) to craft modern armor.</p><p></p><p>There are new craft, profession, and knowledge specialties in addition to a few totally new skills: <em>cryptography, demolitions, freefall, pilot, navigate, repair, research, urban lore, </em>and <em>use device</em>. Most of these are self explanatory and most require the <em>technical proficiency </em>feat. Some skills are affected by other feats. For example, to get full use out of <em>pilot </em>with aircraft or spacecraft (as opposed to simpler vehicles like cars), you need a feat with that type of vehicle.</p><p></p><p><strong>Chapter 5: Feats</strong></p><p></p><p>Once again, feats are divided into a section adjusting some existing feats to fit the setting and new feats that are appropriate to a high tech settings. New feats include <em>armor proficiency (powered)</em>, <em>autofire </em>(improves the ability to hit with multiple shots when using an autofire weapon), <em>crack shot </em>(halves cover penalties), <em>speed load </em>(allows you to reload as a free action), <em>starship piloting</em>, and <em>two-gun shooting</em>.</p><p></p><p>There are two feats of special note. The first is the <em>technical proficiency </em>feat. This feat is not normally counted against a character's allotted feats. Most characters who start out being from high tech worlds receive it for free. Characters from backwards worlds can receive it for free if they spend a full character level learning advanced technology.</p><p></p><p>The second is a new item creation feat, <em>implant spellware</em>. Spellware is a new item type. <em>Spellware </em>are augmentations that you can add to living beings. This works similar to existing magic items with one major exception: the recipient pays the XP cost instead of the character doing the implantation. This is quite a difference from existing magic items, and lets characters spread the cost of making magic items. Unfortunately for us, no spellware is provided in this book. It is all in the upcoming Galaxy Guide (but you can also find some in the recent <em>Dragon D20 Special </em>or on the <em>Dragonstar </em>mailing list files page.)</p><p></p><p><strong>Chapter 6: Equipment</strong></p><p></p><p>Chapter 6 introduces new technological weapons, armor, and other goodies for the characters. Along with this comes new rules on availability and currency. In <em>Dragonstar</em>, the gold piece is replaced by the credit.</p><p></p><p>Toping the list of new items are firearms. Most firearms fall into three categories: ballistic, laser and blasters. Ballistic weapons are standard bullet throwing guns. Under <em>Dragonstar</em>, lasers are treated as fire attacks per the D20 system rules, and blasters (which throw pulses of ionized particles) are treated as electricity attacks. This lets these weapons be neatly integrated with the existing system.</p><p></p><p>Some of the weapons introduced deal impressive damage compared to basic d20 system weapons. A laser rifle does 3d10 points of damage, and a blaster rifle does 4d10. And there are fully automatic versions of these weapons. Needless to say, <em>Dragonstar </em>is a very deadly milieu compared to the standard <em>D&D </em>setting.</p><p></p><p>There are also add ons that you can add to weapons like bayonets, electronic scopes, and laser sights.</p><p></p><p>A variety of grenades and other explosive weapons are to be had. Again, they are very deadly. Grenades are handled like (duh!) grenade-like weapons. They affect a given burst radius and a reflex save is allowed for half damage.</p><p></p><p>There are a few melee weapons to be had as well. There are items like stun gauntlets and batons that stun the target for a meager 1 round, and normal sharp weapons can be made as <em>keenblades</em> by using industrial alloy laminated with diamond. <em>Keenblades </em>have an improved attack roll and threat ranges. However, I don't like the name <em>keenblade </em>as the d20 system already uses the term <em>keen </em>as a magical weapon enhancement.</p><p></p><p>As deadly as the weaponry of <em>Dragonstar </em>is, it is a good thing there is plenty of high-tech armor to choose from. Most of the armor is similar in nature to standard D&D armor, but has a much higher armor bonus for a given armor bonus, and have a rather small dexterity penalty.</p><p></p><p>A new category of armor is <em>powered armor</em>. In addition to having an impressive armor bonus, powered armor provides a relatively high strength to the user.</p><p></p><p>The chapter provides the standard array of high tech gear that you will find in most space SF games, such as communications gears, sensor gear, medical equipment, survival gear, "subterfuge gear" (espionage and criminal related items), tools, space gear, and power cells.</p><p></p><p>The chapter finishes out with a fairly well rounded system for robots. Robot chasses are provides for each of the standard d20 system size categories from tiny to colossal. To any of these you can add certain enhancements and programming. Programming can add levels in the expert or warrior prestige classes. Finally, some examples of common robots are provided.</p><p></p><p><strong>Chapter 7: Combat</strong></p><p></p><p>The combat chapter tells you everything you need to know to take into account the more modern elements of combat in the d20 system. This includes rules for attacks of opportunity, autofire weapons, using multiple missile weapons, reloading, explosives, concealing weapons, and different weapon types.</p><p></p><p>Autofire weapons can fire bursts. Each burst fires three targets. A character with such a weapon rolls an attack roll as normal, but for each 5 points by which they exceed the AC of the target, they inflict an additional hit (up to a maximum of three, of course).</p><p></p><p>Autofire weapons can also use the suppressive fire rule. Suppressive fire is done in a standard cone as per the d20 system rules. The attacker makes a to hit roll at a penalty. Anyone in that area which would be hit by the roll has to make a reflex save or suffer one of the attacks.</p><p></p><p><strong>Chapter 8: Magic</strong></p><p></p><p>Some of the more interesting alterations to the d20 system basics in the <em>Dragonstar </em>setting are <em>spellbook software </em>and <em>scrollware</em>. <em>Spellbook software </em>is a means for wizards to store their spells without bulky books. In Dragonstar, spells may be kept in datapads (small handheld computers) by means of this software. The storage costs for spells is similar to the basic d20 system. However, there are a few advantages to this. First off, there are no more bulky spellbooks to lug around. Second, your can back up spellware on different storage devices or on the "InfoNet."</p><p></p><p><em>Scrollware </em>is a means of maintaining spell scrolls on storage devices. Writing scrolls still requires the same XP expenditure as in the basic d20 system, but the you do not need to buy the basic components. You do have to buy the storage space on your datapad, but that is a one-time cost. After you use the scrolls, the space is freed up for future scrolls.</p><p></p><p>The chapter provides a few guidelines for adapting the existing spells to the setting, such as giving the <em>spiritual weapons </em>of the unification church and defining the effect of the <em>freedom of movement </em>spell in space.</p><p></p><p>The chapter ends with a short selection of new spells for the setting. The cause damage and repair damage spells are a set of sorcerer/wizard spells that cause or repair damage to objects (including constructs and soulmechs) that closely parallels the cure and inflict spells of divine spellcasters. <em>Endure radiation </em>is a version of <em>endure elements </em>that applies to radiation (the greater versions of this spell exist as well). Irradiate inflicts radiation damage on targets. <em>Refuel </em>refuels or recharges an object. <em>Electric scry </em>allows the caster to cast spells through an electrical monitoring device as if it were a scry spell.</p><p></p><p><strong>Chapter 9: Vehicles</strong></p><p></p><p>The final chapter describes an element that most d20 system fantasy games don't have to worry about. The vehicles chapter introduces rules for vehicle statistics, movement and combat.</p><p></p><p>Vehicle movement is denoted by a number, and the system introduces three new scales that help keep everything sane, one for ground vehicles, aircraft, and spacecraft. Character scale combat is assumed to be the basic level of the scale where a speed of 1 square equals 5 feet. One square is 50 feet in ground vehicle combat, 500 feet in aircraft combat, and 5000 feet in space combat.</p><p></p><p>Vehicles all have speed ratings in terms of squares per round. They also have acceleration ratings, though with a good pilot roll, you may improve on that acceleration. (Yes, I know that space vehicles shouldn't have a top speed. It appears that FFG has chosen to err on the side of playability over realism, which should not be surprising given the approach of the d20 system to date.)</p><p></p><p>The system provides guidelines for vehicle movement and for adapting the d20 combat system to vehicles, taking into account things like turning, arcs of fire, crew abilities, and collisions, guided weapons, and vehicle damage.</p><p></p><p>The chapter provides a variety of sample ground, air, and space vehicles. The statistics for vehicles introduce new size categories beyond colossal. These new size categories are simply designated by adding a roman numeral to colossal, i.e. colossal II - colossal VI. I was more comfortable with the vehicle scales that WotC's <em>Star Wars </em>and Mongoose's <em>Seas of Blood </em>used which simply gave "tiny" vehicles a different meaning than tiny creatures.</p><p></p><p>The starship section also contains extra details on space travel such as booking passage and the FTL device of the <em>Dragonstar </em>setting, the <em>starcaster</em>. <em>Starcasters </em>are magical devices (remember the philosophy of Dragonstar is that you use magic to do things that can't really be done in real life). They are considered artifact class devices, and have charges. They can be recharged only by the expenditure of XP by someone with the <em>craft wondrous item</em> feat.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>The <em>Dragonstar's Starfarer Handbook</em> is a mechanics-instensive book, having little in the way of exposition and setting description beyond the basic overview in the initial chapter and the character race and class notes. I do not slight it for that, because it is tackling a big topic, but many readers will come away wanting to know more about the setting. What is provided will leave you asking many questions about how things work. For most of those, you will probably have to wait for the <em>Dragonstar Guide to the Galaxy</em>.</p><p></p><p>I was pretty impressed with the authors' treatment of the topics, and only a few things left me uncomfortable. For example, while I have always bought the existing explanation for the way AC works in d20 system combat in <em>D&D</em>, for me it feels a little hollow in a setting with ultratech weapons. It would seem like a big enough barrage of energy would be sufficient to help overcome armor, but as it stands a holdout pistol is no less likely to penetrate powered armor than a blaster rifle. Again, it seems like they are erring on the side of playability over realism, but on this one I am still a little uncomfortable.</p><p></p><p>Overall, I feel that FFG did what they set out to do with this book. Other custom-built d20 system games may be able to handle some of these topics better, but for introducing D&D into a high tech universe, this is a very good product.</p><p></p><p>Now bring on the <em>Guide to the Galaxy</em>!</p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2008659, member: 172"] [B]Dragonstar Starfarer's Handbook[/B] [I]Dragonstar [/I]is a new setting for the D20 system by Fantasy Flight Games that aims to boldly go where no D20 system product has gone before. Okay, well that's not quite accurate. By the time the [I]Starfarer's Handbook [/I]hit the streets, other d20 system products with space faring elements of some sort were already out. However, [I]Dragonstar's [/I]approach is not to merely make a spaceborne d20 system SF game, but to take the current D&D fantasy tropes and extend them into a far future space opera type setting. The basic idea behind Dragonstar is: take a galaxy full of D&D style worlds, and introduce technical innovation into a spacefaring society. Of course the one thing that the authors hung their hat on was the idea that somehow, races as powerful and majestic as dragons would have a strong role. The [I]Starfarer's [/I]Handbook is the first book in the [I]Dragonstar [/I]line, hopefully giving a player everything they need to know to play the setting. The more setting related elements will be in the upcoming [I]Dragonstar Galaxy Guide[/I], and there will be more equipment in [I]Dragonstar Imperial Supply[/I]. [B]A First Look[/B] The [I]Dragonstar Starfarer's Hanbook [/I]is a 176 page hardcover book. The cover has a dragon-like seal on the front with a bright orange backdrop, and dark gray borders with the look of machinery. The interior of the book has both color and black-and-white sections. The title page, table of contents, and chapter one (a total of 16 pages) are all glossy full color plates, with color art and a space-patterned background. The remainder of the book is black and white on heavy paper, similar to that used on other FFG D20 system hardbounds. The interior art is generally well done, though there were some sketchy drawings that don't personally catch my eye (especially in the class section.) The art serves both decorative and illustrative purposes, and help the reader to picture [I]Dragonstar [/I]versions of their D&D fantasy perennials like orcs and drow, wizards and paladins. The layout is well done. The typeface and column space are snugger than in prior FFG books, and the margins look thinner as well. The art size and usage is not overdone (and the amount of art might even be considered a little sparse.) As far as words per page, you are getting a pretty good deal. Tables are offset in attractive thematic boxes with the appearance of machinery holding a scroll. However, the [I]Starfarer's Handbook [/I]comes in at 16 cents per page, slightly above average for books in this range. With the good text density, this delivers a relative average value based on cost and content density alone. [B]A Deeper Look[/B][B][/B] The Starfarer's Handbook is organized into 9 chapters plus an index (which isn't listed in the Table of Contents.) [B]Chapter 1: Welcome to Dragonstar[/B] The first chapter is an introduction to the Dragonstar galaxy and concept. Dragonstar is basically the creatures and classes of D&D 3e thrust whole cloth (magic, creatures, and all) into a far-flung space opera setting. The majority of the first chapter is with a narrative perspective. The supposed narrator appears to be a highborn warrior on a backwards world that gets overtaken by the Dragon Empire. He first provides a perspective on what being integrated to the Dragon Empire was like, with some scenes that may set the tone for the setting, and then goes on to explain the basic premises of his universe, the [I]Dragonstar [/I]setting. The basic premise of the setting is that magic does not replace technology, but stands alongside it. Far future technology like you see in your typical SF game exists in Dragonstar. However, magic can continues to exist and can do things that science cannot do, such as faster than light travel. In the [I]Dragonstar [/I]universe, various races established empires as they expanded into space. One of the earliest pre-eminent empires was Qesemet, a kingdom composed of the good metallic dragons of [I]D&D[/I]. However, the evil chromatic dragons weren't about to bow and scrape to this kingdom and created their own empire for their own foul purposes: Asamet. Of course, no good could come of this situation. As the empires expanded, they got into conflicts with one another. This led to a brutal nasty war that spanned the stars. After the lives of millions were lost, the dragons came to realize that something had to change. They made peace for their own survival, and formed a new empire in which all dragon clans can take a part. Further, most other races fall under this banner, but the dragons are in charge. Under the new empire, each dragon race holds the throne of the empire for 1000 years. After the end of the 1000 years, the throne passes to an emperor elected by a different clan. The five metallic races got the chance to go first. In the time that the Drogonstar milieu is set, the first 5000 years have passed and the throne has passed into the hands of a capricious red dragon. The setting also introduces a "Unification Church." The Unification Church basically purports that all existing deities across the thousands of worlds are actually aspects of one or more of 12 basic deities that embody certain aspects of worship, such as the father, the mother, the destroyer, and the warrior. The section discussing the law handles the issue of alignment in an interesting way. Basically, it revolves around what is called the [I]principle of active morality[/I]. By this principle, people are judged in the law by what they do, not by their alignment. Detect evil is inadmissible in courts, and a paladin can be jailed for murder if he hews down someone just for being evil (which is fine by me, since I never really cared for the "team jersey" interpretation of alignment that some GMs subscribe to anyways.) [B]Chapter 2: Races[/B] The second chapter is devoted to the topic of races in [I]Dragonstar[/I]. The chapter begins with a justification for why so many of the same races exist on different world. Of course, they put it to the handiwork of the gods, who exercised a degree of uniformity in their creations. The chapter first addresses the existing races in the PHB and D20 SRD. There is about a page devoted to each race describing how the various races have adapted to life in the stars, their relations with other races, their world, and their tendencies with regard to religion. Most races also receive one or two new racial abilities that befit the setting. For example, dwarves sensitivity translates into a precise ability to estimate the level of gravity, elves receive bonuses with biology knowledge checks and their natural grace give them a bonus on freefall checks, and the gnomes scientific mechanical nature gives them a bonus on repair check and chemistry and physics knowledge checks, and gives them mechanist as an additional favored class. In addition to expanding on the nature of the standard races, four new races are introduced. Or rather, three races that already exist in the PHB were given player character treatment (the drow, orcs, and half-dragons), and one brand new race is introduced: the soulmech. The drow and half-dragons are assigned level equivalents identical to the ones that appear in the DMG. Orcs and soulmechs have no level modifiers. The soulmech is a construct given intelligence by capturing the essence of a living being via the soul bind spell. The soul is transferred into a neural net in the new construct. Soulmechs have an impressive array of race abilities and benefits, including extra hit points and most of the immunities of constructs, though they have drawbacks such as not being able to be healed by standard divine cure spells (though there are arcane spells that are effective). In theory, their drawbacks balance their advantages and their is no level modifier for soulmechs. However, I do not believe in the GURPS philosophy of balancing big advantages with annoyance. In my own campaign, I am likely to pare down the disadvantages that they get and assign them a +1 level modifier. [B]Chapter 3: Classes[/B] As with the last chapter did with races, this chapter gives extended treatment to the existing d20 system classes in the [I]Dragonstar [/I]setting, and introduces new classes. First up, the changes to the core classes are described. Each class has a few paragraphs discussing their nature in the dragon empire, as well as mechanical changes and additions. Many of the mechanical changes are managed by the technical proficiency feat, described later. Those classes that have the technical proficiency feat are familiar with advanced technology, and many of them gain proficiencies with high tech weapons according to their class. In addition, certain new skills are added to the new classes, and some classes gain new class abilities. For example, fighters have a list of additional feats that they can select from, paladins no longer has a special mount ability, but gain improved access to divine spellware (see the chapter 4 summary), and rangers don't receive [I]two-weapon fighting [/I]and [I]ambidexterity[/I], but do receive [I]point blank shot [/I]and [I]far shot [/I]instead. After the new rules for the existing core classes, two new core classes are introduced: the pilot and the mechanist. Though pilot is a skill in dragonstar, members of the pilot class receive expanded access to feats related to piloting, as well as a variety of piloting related class abilities. The mechanist represents talented technicians and engineers. They also receive a selection of free feats as they gain levels, and class abilities like [I]jury rig [/I](make repairs without all the necessary parts) and [I]upgrade [/I](add bonuses to technical devices). After the core classes, prestige classes are given a similar treatment. First, alterations and notes are provided for prestige classes in the DMG / D20 SRD, and introduced three new prestige classes. The [I]gundancer [/I]is a mystic warrior who masters firearms, and gains class abilities that make them formidable combatants with ultramodern ranged weapons. The [I]negotiator [/I]is a civilized class specialized in the art of diplomacy and politics in the empire. The [I]technomancer [/I]is a characters who combine magic and science; they have their own spell list that deal with technology, and have class abilities that otherwise let them use magic to influence technology. Finally, the NPC classes are given a similar treatment. New class skills, guidelines, and notes regarding the role of the existing NPC classes are provided, and one new NPC class is provided: the [I]thug[/I]. The [I]thug [/I]is a lesser version of a rogue, and is very similar to the one presented in FFG's [I]Traps & Treachery[/I]. The [I]thug [/I]has a [I]backstab [/I]ability that is an inferior version of the [I]sneak attack [/I]ability of the rogue, and a smaller selection of skills than the rogue. [B]Chapter 4: Skills[/B] Chapter 4 provides notes for existing skills to fit them in the ultramodern [I]Dragonstar [/I]setting, as well new skills for the setting. The notes for skills include situations that might arise from technologies or other situations that you wouldn't find in the typical D&D setting such as freefall. Some skills are enhanced if the character has the [I]technical proficiency [/I]feat to allow the character to perform tasks involving technology, like using craft(armorsmith) to craft modern armor. There are new craft, profession, and knowledge specialties in addition to a few totally new skills: [I]cryptography, demolitions, freefall, pilot, navigate, repair, research, urban lore, [/I]and [I]use device[/I]. Most of these are self explanatory and most require the [I]technical proficiency [/I]feat. Some skills are affected by other feats. For example, to get full use out of [I]pilot [/I]with aircraft or spacecraft (as opposed to simpler vehicles like cars), you need a feat with that type of vehicle. [B]Chapter 5: Feats[/B] Once again, feats are divided into a section adjusting some existing feats to fit the setting and new feats that are appropriate to a high tech settings. New feats include [I]armor proficiency (powered)[/I], [I]autofire [/I](improves the ability to hit with multiple shots when using an autofire weapon), [I]crack shot [/I](halves cover penalties), [I]speed load [/I](allows you to reload as a free action), [I]starship piloting[/I], and [I]two-gun shooting[/I]. There are two feats of special note. The first is the [I]technical proficiency [/I]feat. This feat is not normally counted against a character's allotted feats. Most characters who start out being from high tech worlds receive it for free. Characters from backwards worlds can receive it for free if they spend a full character level learning advanced technology. The second is a new item creation feat, [I]implant spellware[/I]. Spellware is a new item type. [I]Spellware [/I]are augmentations that you can add to living beings. This works similar to existing magic items with one major exception: the recipient pays the XP cost instead of the character doing the implantation. This is quite a difference from existing magic items, and lets characters spread the cost of making magic items. Unfortunately for us, no spellware is provided in this book. It is all in the upcoming Galaxy Guide (but you can also find some in the recent [I]Dragon D20 Special [/I]or on the [I]Dragonstar [/I]mailing list files page.) [B]Chapter 6: Equipment[/B] Chapter 6 introduces new technological weapons, armor, and other goodies for the characters. Along with this comes new rules on availability and currency. In [I]Dragonstar[/I], the gold piece is replaced by the credit. Toping the list of new items are firearms. Most firearms fall into three categories: ballistic, laser and blasters. Ballistic weapons are standard bullet throwing guns. Under [I]Dragonstar[/I], lasers are treated as fire attacks per the D20 system rules, and blasters (which throw pulses of ionized particles) are treated as electricity attacks. This lets these weapons be neatly integrated with the existing system. Some of the weapons introduced deal impressive damage compared to basic d20 system[I] [/I]weapons. A laser rifle does 3d10 points of damage, and a blaster rifle does 4d10. And there are fully automatic versions of these weapons. Needless to say, [I]Dragonstar [/I]is a very deadly milieu compared to the standard [I]D&D [/I]setting. There are also add ons that you can add to weapons like bayonets, electronic scopes, and laser sights. A variety of grenades and other explosive weapons are to be had. Again, they are very deadly. Grenades are handled like (duh!) grenade-like weapons. They affect a given burst radius and a reflex save is allowed for half damage. There are a few melee weapons to be had as well. There are items like stun gauntlets and batons that stun the target for a meager 1 round, and normal sharp weapons can be made as [I]keenblades[/I] by using industrial alloy laminated with diamond. [I]Keenblades [/I]have an improved attack roll and threat ranges. However, I don't like the name [I]keenblade [/I]as the d20 system already uses the term [I]keen [/I]as a magical weapon enhancement. As deadly as the weaponry of [I]Dragonstar [/I]is, it is a good thing there is plenty of high-tech armor to choose from. Most of the armor is similar in nature to standard D&D armor, but has a much higher armor bonus for a given armor bonus, and have a rather small dexterity penalty. A new category of armor is [I]powered armor[/I]. In addition to having an impressive armor bonus, powered armor provides a relatively high strength to the user. The chapter provides the standard array of high tech gear that you will find in most space SF games, such as communications gears, sensor gear, medical equipment, survival gear, "subterfuge gear" (espionage and criminal related items), tools, space gear, and power cells. The chapter finishes out with a fairly well rounded system for robots. Robot chasses are provides for each of the standard d20 system size categories from tiny to colossal. To any of these you can add certain enhancements and programming. Programming can add levels in the expert or warrior prestige classes. Finally, some examples of common robots are provided. [B]Chapter 7: Combat[/B] The combat chapter tells you everything you need to know to take into account the more modern elements of combat in the d20 system. This includes rules for attacks of opportunity, autofire weapons, using multiple missile weapons, reloading, explosives, concealing weapons, and different weapon types. Autofire weapons can fire bursts. Each burst fires three targets. A character with such a weapon rolls an attack roll as normal, but for each 5 points by which they exceed the AC of the target, they inflict an additional hit (up to a maximum of three, of course). Autofire weapons can also use the suppressive fire rule. Suppressive fire is done in a standard cone as per the d20 system rules. The attacker makes a to hit roll at a penalty. Anyone in that area which would be hit by the roll has to make a reflex save or suffer one of the attacks. [B]Chapter 8: Magic[/B] Some of the more interesting alterations to the d20 system basics in the [I]Dragonstar [/I]setting are [I]spellbook software [/I]and [I]scrollware[/I]. [I]Spellbook software [/I]is a means for wizards to store their spells without bulky books. In Dragonstar, spells may be kept in datapads (small handheld computers) by means of this software. The storage costs for spells is similar to the basic d20 system. However, there are a few advantages to this. First off, there are no more bulky spellbooks to lug around. Second, your can back up spellware on different storage devices or on the "InfoNet." [I]Scrollware [/I]is a means of maintaining spell scrolls on storage devices. Writing scrolls still requires the same XP expenditure as in the basic d20 system, but the you do not need to buy the basic components. You do have to buy the storage space on your datapad, but that is a one-time cost. After you use the scrolls, the space is freed up for future scrolls. The chapter provides a few guidelines for adapting the existing spells to the setting, such as giving the [I]spiritual weapons [/I]of the unification church and defining the effect of the [I]freedom of movement [/I]spell in space. The chapter ends with a short selection of new spells for the setting. The cause damage and repair damage spells are a set of sorcerer/wizard spells that cause or repair damage to objects (including constructs and soulmechs) that closely parallels the cure and inflict spells of divine spellcasters. [I]Endure radiation [/I]is a version of [I]endure elements [/I]that applies to radiation (the greater versions of this spell exist as well). Irradiate inflicts radiation damage on targets. [I]Refuel [/I]refuels or recharges an object. [I]Electric scry [/I]allows the caster to cast spells through an electrical monitoring device as if it were a scry spell. [B]Chapter 9: Vehicles[/B] The final chapter describes an element that most d20 system fantasy games don't have to worry about. The vehicles chapter introduces rules for vehicle statistics, movement and combat. Vehicle movement is denoted by a number, and the system introduces three new scales that help keep everything sane, one for ground vehicles, aircraft, and spacecraft. Character scale combat is assumed to be the basic level of the scale where a speed of 1 square equals 5 feet. One square is 50 feet in ground vehicle combat, 500 feet in aircraft combat, and 5000 feet in space combat. Vehicles all have speed ratings in terms of squares per round. They also have acceleration ratings, though with a good pilot roll, you may improve on that acceleration. (Yes, I know that space vehicles shouldn't have a top speed. It appears that FFG has chosen to err on the side of playability over realism, which should not be surprising given the approach of the d20 system to date.) The system provides guidelines for vehicle movement and for adapting the d20 combat system to vehicles, taking into account things like turning, arcs of fire, crew abilities, and collisions, guided weapons, and vehicle damage. The chapter provides a variety of sample ground, air, and space vehicles. The statistics for vehicles introduce new size categories beyond colossal. These new size categories are simply designated by adding a roman numeral to colossal, i.e. colossal II - colossal VI. I was more comfortable with the vehicle scales that WotC's [I]Star Wars [/I]and Mongoose's [I]Seas of Blood [/I]used which simply gave "tiny" vehicles a different meaning than tiny creatures. The starship section also contains extra details on space travel such as booking passage and the FTL device of the [I]Dragonstar [/I]setting, the [I]starcaster[/I]. [I]Starcasters [/I]are magical devices (remember the philosophy of Dragonstar is that you use magic to do things that can't really be done in real life). They are considered artifact class devices, and have charges. They can be recharged only by the expenditure of XP by someone with the [I]craft wondrous item[/I] feat. [B]Conclusion[/B] The [I]Dragonstar's Starfarer Handbook[/I] is a mechanics-instensive book, having little in the way of exposition and setting description beyond the basic overview in the initial chapter and the character race and class notes. I do not slight it for that, because it is tackling a big topic, but many readers will come away wanting to know more about the setting. What is provided will leave you asking many questions about how things work. For most of those, you will probably have to wait for the [I]Dragonstar Guide to the Galaxy[/I]. I was pretty impressed with the authors' treatment of the topics, and only a few things left me uncomfortable. For example, while I have always bought the existing explanation for the way AC works in d20 system combat in [I]D&D[/I], for me it feels a little hollow in a setting with ultratech weapons. It would seem like a big enough barrage of energy would be sufficient to help overcome armor, but as it stands a holdout pistol is no less likely to penetrate powered armor than a blaster rifle. Again, it seems like they are erring on the side of playability over realism, but on this one I am still a little uncomfortable. Overall, I feel that FFG did what they set out to do with this book. Other custom-built d20 system games may be able to handle some of these topics better, but for introducing D&D into a high tech universe, this is a very good product. Now bring on the [I]Guide to the Galaxy[/I]! [I]-Alan D. Kohler[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Starfarers Handbook
Top