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Tell me about Adventure! d20

Gomez

First Post
Can someone give me a run down on Adventure! d20. Their experiences with the game. I am thinking about picking it up to run some Pulpy goodness.
 

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Okay, it is different. It is d20 wit hbasic three character options. a super hero, a psionic, or a skilled person. Now neither the super hero or the psionic are cape wearing people flying through the sky dominated lands. But it sets up the other two books Abberant and Trinity which are Adventures future.

It is good pulpy goodness with exploring the dark continet and seems fun. I have yet to play it though only read it.
 

To add to what Crothian said:

The three options he mentioned are templates that can be applied to any class, each also has a 1-2 level class that let's you expand your abilities within the template.

There are six 10 lvl basic classes...Aristocrat, Entertainer, Investigator, Scholar, Scoundrel & Warrior. There are also nine 5 lvl prestige classes...Ace, Barbarian Lord, Disciple, Explorer, Inventor, Mercenary, Occultist, Spy & Mastermind.

It is sort of an odd duck as it is closer to D20 Modern in feel but the 3.5 PHB is listed as the "required" source (no doubt because there are a lot more PHBs out there).

The background feats are absolutely great and the new "daring" feats do an excellent job of imparting a pulp feel. The Inspiration Points/Dramatic Editing rules are IMO the coolest iteration of Action/Hero points out there.

While Adventure! D20 works well enough as a standalone product I think it really comes into it's own if you yank the Templates/Feats/Powers/Inspiration Points & use them on top of D20 Modern or Grim Tales.
 

I have been in a campaign for several months with the Adventure! d20 rule set. First of all, the setting is fantastic - nothing wrong with ornithopters and zeppelins.

The rules, on the other hand, leave a bit to be desired. Keep in mind, that we are still playing and plan to be for some time, so they aren't that bad... but, I am not sure the authors actually play-tested the rule set. One of our (based on his class and a couple of stackable feats) had a +28 (or so) to bluff at first level! There are a number of other things that frankly don't make a lot of sense.

* The ACE prestige class requires you to have a daring feat - which means only daring templates can be ACE pilots.
* Many of the feats of dependencies on other feats which are either impossible to get or have dependencies which make loops.
* The Psi and Knack powers are woefully inadaquate - you will find yourself wanting to make new "spells" very quickly.

So, this may sound like I am ranting (apologies here), but I really am not. The game is great fun! Especially the notion of Power Points and dramatic editing. We have had a couple of cliff hangers that were stupendous, and we have even managed to throw in a number of pulpe cliche's that have kept this game rollicking.

My advice: Find a GM that is comfortable using the rules as a guideline and doesn't mind making changes (ones that benefit the players and ones that don't). There are some serious balance issues that can be overcome by a bit of common sense, and once you get past that, this game rocks...

Hope this helps!

Sveneyem
 

Sveneyem said:
The rules, on the other hand, leave a bit to be desired. Keep in mind, that we are still playing and plan to be for some time, so they aren't that bad... but, I am not sure the authors actually play-tested the rule set. One of our (based on his class and a couple of stackable feats) had a +28 (or so) to bluff at first level! There are a number of other things that frankly don't make a lot of sense.

How the heck did someone get a +28 to any skill @ 1st level? Is that with the Skill limits imposed on the level?
 

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