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Tell me about Adventure! d20
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<blockquote data-quote="Sveneyem" data-source="post: 2111983" data-attributes="member: 30171"><p>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.</p><p> </p><p>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. </p><p> </p><p>* The ACE prestige class requires you to have a daring feat - which means only daring templates can be ACE pilots.</p><p>* Many of the feats of dependencies on other feats which are either impossible to get or have dependencies which make loops.</p><p>* The Psi and Knack powers are woefully inadaquate - you will find yourself wanting to make new "spells" very quickly.</p><p> </p><p>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. </p><p> </p><p>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...</p><p> </p><p>Hope this helps!</p><p> </p><p>Sveneyem</p></blockquote><p></p>
[QUOTE="Sveneyem, post: 2111983, member: 30171"] 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 [/QUOTE]
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