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Stargate SG-1 First Impressions
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<blockquote data-quote="Brisk-sg" data-source="post: 1118960" data-attributes="member: 5037"><p><span style="font-size: 12px"><strong>CHAPTER SEVEN: Feats (30 pgs)</strong></span></p><p> </p><p>Chapter seven lists the many feats available in SG-1. The feats are broken into ten sections; Basic Combat Feats, Melee Combat Feats, Ranged Combat Feats, Unarmed Combat Feats, Covert Feats, Gear Feats, Skill Feats, Species Feats, Style Feats, and Terrain Feats. While many of the feats listed have identical or similar names to those listed in the Dungeons and Dragons Player Handbook, the feats are seldom identical in implementation. It is recommended that any player or dm who is going to make use of a particular feat read the feats description even if he is familiar with its implementation in D&D.</p><p> </p><p>There is a good mix of combat and skill based feats in the list. In general, the feats seem more dynamic then those presented in core d20. The Spycraft variant that Stargate SG-1 is based on has a mechanic for critical success and failures that most feats effect, increasing or decreasing the threat ranges and costs of these critical success/failures for skill checks and attack rolls. The bonus’ to critical success/failure that most feats provide is often in addition to other bonuses and affects of the feat. For instance, many of the Unarmed Combat Feats provide multiple named unarmed attack abilities such as Palm Strike and Knuckle Punch for the Punching Basics feat.</p><p> </p><p>All in all this is a good chapter with a large assortment of feats. The chapter is not perfect however. In my opinion, the Symbiote feat tree for Jaffa is expensive for the added benefit due to drawbacks it provides. Furthermore, some minor editing problems can be noted in the chapter such as the text for the Urban Training feat containing text that refers to a desert terrain instead of an urban terrain.</p><p> </p><p><strong><span style="color: seagreen">Good:</span></strong> A solid mix of combat and non-combat feats. The feats are more dynamic then those often provided in standard d20 books, providing benefit across a broader range of abilities and actions.</p><p> </p><p><strong><span style="color: darkred">Bad:</span></strong> The implementation of Symbiote feat might keep players from utilizing the Symbiote feat tree due to cost comparison to other feats. Urban Training feat contains modifiers to wrong terrain.</p></blockquote><p></p>
[QUOTE="Brisk-sg, post: 1118960, member: 5037"] [size=3][b]CHAPTER SEVEN: Feats (30 pgs)[/b][/size] Chapter seven lists the many feats available in SG-1. The feats are broken into ten sections; Basic Combat Feats, Melee Combat Feats, Ranged Combat Feats, Unarmed Combat Feats, Covert Feats, Gear Feats, Skill Feats, Species Feats, Style Feats, and Terrain Feats. While many of the feats listed have identical or similar names to those listed in the Dungeons and Dragons Player Handbook, the feats are seldom identical in implementation. It is recommended that any player or dm who is going to make use of a particular feat read the feats description even if he is familiar with its implementation in D&D. There is a good mix of combat and skill based feats in the list. In general, the feats seem more dynamic then those presented in core d20. The Spycraft variant that Stargate SG-1 is based on has a mechanic for critical success and failures that most feats effect, increasing or decreasing the threat ranges and costs of these critical success/failures for skill checks and attack rolls. The bonus’ to critical success/failure that most feats provide is often in addition to other bonuses and affects of the feat. For instance, many of the Unarmed Combat Feats provide multiple named unarmed attack abilities such as Palm Strike and Knuckle Punch for the Punching Basics feat. All in all this is a good chapter with a large assortment of feats. The chapter is not perfect however. In my opinion, the Symbiote feat tree for Jaffa is expensive for the added benefit due to drawbacks it provides. Furthermore, some minor editing problems can be noted in the chapter such as the text for the Urban Training feat containing text that refers to a desert terrain instead of an urban terrain. [b][color=seagreen]Good:[/color][/b] A solid mix of combat and non-combat feats. The feats are more dynamic then those often provided in standard d20 books, providing benefit across a broader range of abilities and actions. [b][color=darkred]Bad:[/color][/b] The implementation of Symbiote feat might keep players from utilizing the Symbiote feat tree due to cost comparison to other feats. Urban Training feat contains modifiers to wrong terrain. [/QUOTE]
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