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<blockquote data-quote="mistervimes" data-source="post: 2009400" data-attributes="member: 22467"><p>In many ways, Dragonstar is what SPELLJAMMER should have been... and in many ways it is more. </p><p></p><p>Dragonstar is a d20 game (under the Open Gaming License) that expands upon the basic framework of the DUngeons and Dragon's game. In this case, Dragonstar expands upward and outward taking your fantasy game into a high tech world of starships and blaster... in a Universe ruled by Dragons...</p><p></p><p>The Basic outline:</p><p></p><p>Chapter 1: Welcome to Dragonstar</p><p>This chapter is completely in color. It looks nice and features the back-story of the Empire, explaining more than enough to make a player feel right at home in the Dragonstar Universe. It explains the foundations of the Empire and how things evolved from there.</p><p></p><p>Chapter 2: Races</p><p>This covers the core races of the D&D system and any changes made in light of the setting. Each one is well done and very detailed for the setting. It also adds four new PC races: Drow, Half-Dragons, Orcs, and Soulmechs. </p><p></p><p>Chapter 3: Classes</p><p>All the basic D&D classes are presented and are modified to fit the Dragonstar setting. Two new classes are added, the Pilot and the Mechanist. The prestige classes from the DMG are all listed with changes and the new prestige classes of Gundancer, Negotiator, and Technomancer are presented (we can assume more are to come).</p><p></p><p>Chapter 4: Skills</p><p>A listing of changes to the Basic D&D skills are given as well as new skills. Nine new skills appear. </p><p></p><p>Chapter 5: Feats</p><p>Changes to existing feats are given as well as a library of new ones. The new feats are very well done and are free of overlap. The Technical Profieciency appears in this chapter. The Technical Feat is key to seperating Primitive (read standard) D&D characters from High-Tech (read Dragonstar) characters. Each class gains some benefit from this feat and the feat is free to characters who begin play with exposure to High-Tech.</p><p></p><p>Chapter 6: Equipment</p><p>This chapter covers everything you need from weapons to armor to tools to gear to robots. This section is to be expanded in the forthcoming Imperial Supply Book.</p><p></p><p>Chapter 7: Combat</p><p>Excellent chapter, the rules have not altered melee or made it obsolete, but at range, energy weapons are presented as the preferred means of combat. </p><p></p><p>Chapter 8: Magic</p><p>This chapter presents changes to magic (including such nice tidbits as spellbook software), changes to the basic D&D spells and a selection of new spells, including the arcane spells for damaging/healing robots and (my favorite) Refuel. </p><p></p><p>Chapter 9: Vehicles</p><p>A sizable addition to the d20 system, Dragonstar presents a very well thought out system. The scale and speed systems are very nicely done. The new sizes (Colossal II through IV) are easy understand and follow the 3rd Edition model. As a result, starship combat is easy to run. A short listing of vehicles and the explanation and picture of the Starcaster (the teleporting device) is also added.</p><p></p><p>This book has the best editing of any d20 product I've seen so far and the layout is excellent. The forthcoming Galaxy Guide should present Magic Items and (the promised) Spellware.</p><p></p><p>All in all... the perfect addition.</p></blockquote><p></p>
[QUOTE="mistervimes, post: 2009400, member: 22467"] In many ways, Dragonstar is what SPELLJAMMER should have been... and in many ways it is more. Dragonstar is a d20 game (under the Open Gaming License) that expands upon the basic framework of the DUngeons and Dragon's game. In this case, Dragonstar expands upward and outward taking your fantasy game into a high tech world of starships and blaster... in a Universe ruled by Dragons... The Basic outline: Chapter 1: Welcome to Dragonstar This chapter is completely in color. It looks nice and features the back-story of the Empire, explaining more than enough to make a player feel right at home in the Dragonstar Universe. It explains the foundations of the Empire and how things evolved from there. Chapter 2: Races This covers the core races of the D&D system and any changes made in light of the setting. Each one is well done and very detailed for the setting. It also adds four new PC races: Drow, Half-Dragons, Orcs, and Soulmechs. Chapter 3: Classes All the basic D&D classes are presented and are modified to fit the Dragonstar setting. Two new classes are added, the Pilot and the Mechanist. The prestige classes from the DMG are all listed with changes and the new prestige classes of Gundancer, Negotiator, and Technomancer are presented (we can assume more are to come). Chapter 4: Skills A listing of changes to the Basic D&D skills are given as well as new skills. Nine new skills appear. Chapter 5: Feats Changes to existing feats are given as well as a library of new ones. The new feats are very well done and are free of overlap. The Technical Profieciency appears in this chapter. The Technical Feat is key to seperating Primitive (read standard) D&D characters from High-Tech (read Dragonstar) characters. Each class gains some benefit from this feat and the feat is free to characters who begin play with exposure to High-Tech. Chapter 6: Equipment This chapter covers everything you need from weapons to armor to tools to gear to robots. This section is to be expanded in the forthcoming Imperial Supply Book. Chapter 7: Combat Excellent chapter, the rules have not altered melee or made it obsolete, but at range, energy weapons are presented as the preferred means of combat. Chapter 8: Magic This chapter presents changes to magic (including such nice tidbits as spellbook software), changes to the basic D&D spells and a selection of new spells, including the arcane spells for damaging/healing robots and (my favorite) Refuel. Chapter 9: Vehicles A sizable addition to the d20 system, Dragonstar presents a very well thought out system. The scale and speed systems are very nicely done. The new sizes (Colossal II through IV) are easy understand and follow the 3rd Edition model. As a result, starship combat is easy to run. A short listing of vehicles and the explanation and picture of the Starcaster (the teleporting device) is also added. This book has the best editing of any d20 product I've seen so far and the layout is excellent. The forthcoming Galaxy Guide should present Magic Items and (the promised) Spellware. All in all... the perfect addition. [/QUOTE]
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