The Slayers

Slayers is an exceptionally popular anime series that has garnered much critical acclaim from anime and role-playing fans everywhere.

Slayers is a 78-episode fantasy series that follows the exploits of the beautiful teenage sorceress-supreme, Lina Inverse, and her mighty band of spell-casting, sword-wielding adventurers.
 

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The Slayers is a D20 treatment of a (and I quote) “an exceptionally popular anime series that has garnered much critical acclaim from anime and role-playing fans everywhere” which certainly sounds auspicious, but as I started reading the book, I was unsure.

The opening sidebar, “designers notes” set off all manner of warning bells in my head; from the comment that what sets The Slayers apart from a normal old D&D min/max, munchkin, Monty-Haul game is that the bad guys sometimes attack the players first, to references to the game being little more than a High Powered, blow-‘em-up-let-Prince-Phil(?)-sort-‘em-out type of game.

It continued in the opening paragraphs of the character creation section where it is stated that basing your characters on tired clichés is desirable.

The aforementioned warning bells were threatening to deafen me at this point.

The short section entitled Ha Ha! How to make The Funny led me to visions of a gaming group that would make me kill myself; a table filled with players attempting visual, slapstick humour, stupid puns, and unlikely combinations of stereotypes in an effort to “out-funny” one another. I’m shuddering still.

But as I sit down at the keyboard, I realize something: none of the above—none of it—is fair comment. Every criticism levelled above comes directly out of the fact that most anime is not to my taste. But a review should not be about what I think of most anime…

It should be about how well this product modelled its source material. And on this count, I think it did pretty well.

Is it overpowered? Yes and no. It is very high powered compared to regular D&D, but from what I’ve read in the Episode Guide (included in the product) it would almost have to be to accurately model the source material. That is, it’s not “overpowered” for the anime it aims to represent.

Most of the new races presented do not follow the standard D20 stat rules, but rather just add up positives and negatives until they balance at zero. So a Bull Beastman with a STR bonus of +6 and a CON bonus of +2 finds this balanced by his -4 to CHA and -4 to INT. While this all evens out to Zero, the standard D&D rules take pains to point out that INT and CHA are categorically not of equivalent utility to STR and CON (and I find it hard to accept that, in a setting that is as combat-driven as the Episode Guide would lead me to believe The Slayers is, that it would be any less the case).

The magic system presented is a really interesting take. Having not seen the anime in question, I can’t say if it fairly models it’s source material, but from what I’ve seen it is very different from stock D&D magic, while still being very playable, intuitive and…”neat” for want of a better word.

PC’s can launch spells as often as they like until they are too tired to continue (and the Drain mechanic presented handles this really well I think. On some level it reminds me of the Mutants and Masterminds Damage Save mechanic, which I love).

Unlike stock D&D magic, the PC’s have many more defensive options to exercise, and these come across really well. Defensive Barriers which protect the creator as much as they limit his own attacks are neat. Opposites Detract and Fight Fireball with Fireball are nice, simple rulesets akin to standard counterspelling, but which allow for a lot more creativity (and is something I might implement in my own game should I ever start over fresh).

The Psychological Warfare rules presented are really appropriate from what I’ve seen of anime. I’ve seen “Fear caused by Intimidation” rules before, I’ve seen “Confusion caused by Fast Talk” rules before, but I have literally never come across rules for “Fainting caused by Embarrassment” rules before. If memory serves, this is when a big Tear appears at the side of the character’s face (though my anime-fu may be weak in this instance)

They certainly seem to have written up a lot of the characters from the series, which should be of great value to those more familiar with the source material than me. The “fluff” bits are very extensive, which I think is always nice.

In the final analysis, I think this is a decently turned-out anime RPG from a publisher that is rightly renowned for Anime RPG’s. Are there flaws? A few, but certainly not anything that would “wreck” the game for any but the most anal-retentive rules hounds. The new magic system was cool and appropriate to the genre and what new rules were in place (particularly Psychological Warfare) were interesting.

I was a little put off by the constant refrain to “keep it shallow”, and the near-constant references to restaurants and eating were baffling to me, but again this likely has more to do with my unfamiliarity with the anime in question and the fact that I am an old grump more than any real flaw on the part of the authors.

I think I might actually try and track down the Cartoons and give them a look. The book’s writing style actually dragged me in as I read it. It is written in a very “fun” style and the authors seemed to really both enjoy the source material and the actual writing of their supplement.
 

I'm not sure how valuable a review of a licensed anime product is from someone who admits "that most anime is not to my taste" (along with some other related comments)...
 

Hey man, I review what's sent to me :)

You'll notice that the line following the quote you pulled from my review is..."But a review should not be about what I think of most anime; It should be about how well this product modelled its source material. And on this count, I think it did pretty well..."

And I do. The review listed the strengths of the product as well as the weaknesses, I would think that would count for something (Particularly given that the main strength listed was the new Magic System while the main weakness was balance issues)

Are only Anime Fanboys allowed to express an opinion on such things? GoO also sent me a product called Military Vehicles which I am in the process of reviewing despite having no military background or interest in Militaria. Should I bother?

In the final analysis, a review is simply one person's opinion. I like to think my opinion is an informed one (I read the book cover to cover and made and effort to try out the new mechanics), but if in your eyes I need to love the armed forces before I can decide if Military Vehicles is a decent gaming treatment of its subject, then likley you won't find much value in my reviews.
 

One of the authors (Dave Lyons) posted this comment to thread regarding the non D20-standard Stat adjustments I mentioned above. I thought it was pertinent, and that it went a long way toward explaining the choices they made...

David Lyons: "...Slayers is a high-magic world. Because magic is based on every attribute except strength and dex, all those other attributes gained some importance. Intelligence determines skill points, wisdom gives spell slots to even non-magical characters, and charisma affects psychological warfare. We figured that in Slayers, taking a loss in those areas balanced with high strength pretty well..."
 

The Slayers D20

The Slayers D20 is an D20 System adaptation of the Slayers anime series. It is written by Michelle Lyons, David Lyons, and Anthony Ragan, and published by Guardians of Order, known for their various anime-related RPGs. The book uses the d20 system but is not dependant upon GoO's BESM d20 rules as some of their other d20 books do, but according to one designer, the classes are balanced using the BESM d20 rules.

(Disclaimer: Though I enjoy some anime titles, Slayers isn't one of them, so my ability to estimate faithfulness to the series is somewhat limited.)

A First Look

The Slayers D20 is a 240 page hardbound book priced at $39.95 US.

The cover of the book depicts three characters from the series (Lina, Gourry, and Zelgadis) in combat-ready poses. The interior is black and white except for some largely decorated color plates in the center of the book. All of the artwork seems to be drawn from stills of the series or color plates by the same artists.

A Deeper Look

For those not familiar with The Slayers anime series, it is basically a lampooning of high level D&D style mayhem. That being the case, a D20 System adaptation of the world of The Slayers is not a stretch in the least bit (though the authors seem to want to apologize for it anyways...)

That being the case, the book pretty much dives into the defining elements that don't exist in the core d20 rules with minimal adaptation. New core races discussed include beastmen and golden dragons (the latter have a +6 level adjustment.) Beastmen come in a variety of different types, with ability modifiers and favored classes varying based upon the type. Some beastmen have modifiers that are a bit extreme for core d20 races without level adjustements.

In addition to the standard races, Slayers D20 presents a number of racial templates, including copy (a limited copy of a creature), half-demon, half-dragon, half-golem, half-mazoku, and half-troll. Ironically, considering the whimsical nature of The Slayers, I feel they handle the topic of mixed-template creatures a lot more sensibly and adroitly than the core d20 system. D&D seems to assume that nearly any creature can interbreed, while in The Slayers, the half-templated creatures are assumed to be Chimerae, the term the setting uses for magically created combined creatures.

The Slayers D20 does not use the standard D20 System classes except for the rogue, (which is only slightly modified). One of the biggest changes is that slayers uses a class based defense bonus that does not stack with armor (not unlike the defense bonus variant in WotC's Unearthed Arcana, save that the bonus is better for agile classes rather than classes with the
best armor proficiency, which is another aspect of the rules treatment that makes more sense in Slayers D20 than in WotC's version.) Armor is considered largely stylistic in the slayers setting.

Core classes in Slayers D20 are drawn for common archetypes in the series and include Bandit, Bounty Hunter, Loremaster, Priest, Noble, Rogue, Warrior and Witch/Wizard. The warrior, of course, is not the NPC class from the core rules, but a bit more like the Fighter save with fewer bonus feats and specialized class abilities like style (which are a sort of specialization with specific weapon combinations) and a judge opponent class ability. The name of the class was selected to match convention in the series.

Prestige classes represent more specific variants of the base classes including the Cleric/Shrine Maiden, Martial Artist, Master-at-Arms, Pistoleer, Shaman, Sorcerer, Swordsman, and Warrior of Justice.

The classes are, according to one author, balanced using the BESM d20 system, albeit that it does not reference it directly. The only oddity in this claim are magic users. BESM d20's balancing points seem to attribute a bit more point total to the power of magic, but in Slayers D20, magic seems more potent than the norm for d20, not less (see below.)

Many existing skills and feats are used, with some tweaks and new categories and synergies. For example, jump is expanded to match the visuals of the series, and given the importance of good restaurants in the series, profession (cooking) is an essential skill with strong synergies (e.g., to diplomacy.)

New skills and feats are introduced as well. Summoning and Vision are magical abilities that are treated as skills vice class abilities. Reputation, though a little unusual as a skill, is actually a neat and useful implementation, and I think appropriate for the series from my limited exposure to it. Taunt is another skill appropriate to the anime level of histrionics exhibited in the series.

Many magic-related and metamagic feats have been revised to work with the Slayers D20 magic system, and many existing and new feats have negative side effects. For example, the Iron Will feat requires the character to designate an obsession, and the new feat Cute, while beneficial for many skill checks, is detrimental to other skills like intimidate and reputation as they have trouble being taken seriously.

Magic is the single biggest change that the book introduces. Magic is used by Slayers characters with relative impunity, though occasionally draining or random. Spells do no use levels; instead they are assigned DCs. This DC has two purposes. First, it is used as the target DC for a fortitude saving throw to resist the "drain" inflicted by a spell. Drain is nonlethal damage unless the character is fatigued; the amount of drain is determined by the DC. If the roll succeeds the, the character takes less drain damage; if it fails they take more drain, are possibly fatigued, and have to make an additional control check to maintain control of the spell.

Spells are divided into categories such as common, shamanism, sorcery, white magic, and shamanist. Some classes and templates gain bonuses to rolls when casting certain types of spells (which is fortunate, as DCs for potent spells is very high). The tendency of anime characters to name their spells as they cast them, or make flowery incantations is carried through to the system here, as each of these actions provides a bonus to rolls to cast the spells.

Magic items are not a far cry from D&D, as many characters in the series wield artifacts and Lina has been known to make items for money. The combat emphasis of the spells is as strong or stronger than D&D spells.

There are some minor tweaks to combat. The most significant is the introduction of psychological warfare. These rules act to simulate the somewhat exaggerated level of histrionics and sensitivity to insults and taunts displayed in the series (and other anime, for that matter.) Characters can suffer effects like feat or being mortified as a result of psychological warfare. It's even possible to do nonlethal damage with insults!

Two short chapters provide some miscellaneous detail about the slayers universe and GMing tips for running a slayers game. All told, the material to this point takes about half of the book. The remainder of the book is something of a gazetteer, with history of the Slayers universe, an extensive episode guide, an overview of the setting including major locales and races, a guide to significant characters with statistics (major characters have multiple statistics blocks representing different levels of experience), and a bestiary providing statistics for creatures unique to the setting (as well as a guide to which existing creatures can be used safely.) Finally, the book has an index, which I found indispensable in plumbing the depths of the book.

Conclusion

With the caveat that my exposure to the series is limited, Slayers D20 seems a very nice adaptation of the series. Even not being a fan of the series, I was intrigued by many adaptations presented in the book. In particular, I find the magic system intriguing, though the skill adaptations and psychological warfare section are interesting and well written innovations as well.

The default power level for the series characters is well into the epic levels, and perhaps a little unwieldy for that. However, it should be perfectly possible to play your own characters in the setting at a somewhat toned down level with minimal difficulty.

Overall Grade: B+

-Alan D. Kohler
 

Any system that can give a 1st level character a spell that could level a village in a single blast, and still keep the system completely balanced gets an A+ in my book.
 

It’s time for another break from the standard d20 reviews to look at another Ennies product, The Slayers d20. This book does double duty as it’s both a sourcebook for the first three seasons of the Slayers anime in addition to covering all the races, classes, skills, feats and a new spell system to recreate the high power of the Slayers series.

The first half of the book covers most of the mechanical aspects of the game. Unlike many fantasy settings, this anime series doesn’t rely on elves and dwarves, but instead, has beastmen, dragons, chimeras, copies, half-demons, and other creatures as possible player races. One of the biggest differences between these base races and a standard campaign is that there are several templates that players can take. For example, the half-golem provides a character with improved armor class, damage reduction, and immunity to poison and disease as well as a bonus +4 to starting strength.

Many of the classes look familiar, but they’re different. It’s important to note that while the book notes that this is compatible with other popular d20 System Games, that it’s only compatible in the sense that it’s using the d20 engine. Take a look at the rogue in this book and you’ll note that while they have most of the same abilities of the Player’s Handbook rogue, they have d8 hit dice.

The warrior, while similar to the fighter in that they gain bonus feats, also has more skill points, and gains two special abilities, style and judge opponent. The former is a bonus the character gains when using one of the ‘classic’ fighting styles like single weapon, two-weapon fighting, weapon and shield, thrown weapons or crossbows, the latter, provides the character with an idea of how powerful an enemy is.

Many of the special abilities common to the characters from the anime however, are more often found in the prestige classes. A wide range of PrCs includes some that are more advanced and specialized versions of the core classes, like the Swordsman over the Warrior, or the Cleric over the Priest, while others help increase overall abilities like the Sorcerer over the Witch/Wizard. With the wide mix of game material presented here, a GM could easily recreate most of the abilities common to the series with the proper mix of levels and items.

Now the spellcasting of the world is a bit different. There are four types of magic, common, black (sorcery), elemental (shamanism), and white (cleric). Different classes gain different abilities with each of the fields. You have spell slots and spells take up a different number of slots depending on their power. There are no levels though so you could take a lot of weaker spells or a few select spells.

At lower levels though, it’s highly unlikely you’ll be taking too many powerful spells. See, to cast the spell, you have to make a spellcasting DC check. Sure, you can call out the name of the spell or even call out the name and perform an incantation, providing a nice bonus (+5 each) to your roll, but some of the better spells have a very high DC. Another problem when casting spells is that you suffer drain in the form of nonlethal damage. The higher the DC on the spell, the more drain you suffer. Applying a metamagic feat increases the spell DC so makes the spell more draining.
Depending on how well you cast the spell, you might suffer only ½ base drain but the good thing, is that even if you fail, you might still be able to finish the spell if you make a control check. Sure, it may make you fatigued and double the base drain, but if you really need to cast a spell, it’s a good thing to have. There are several examples of spellcasting provided so that the reader has a solid idea on how the spells work.

Because this isn’t a standard d20 game, there are some interesting things going on here. For example, you can use opposites to cancel each other of fight fire with fire. When two of the same spells collide, they detonate with twice the power so if you want to avoid getting hit with a fireball, just make sure your fireball hits hers well before it gets to you.

A simple example would be the popular fireball. It takes one spell slot, is on more than one spell list, and has a base DC of 30. The spell itself is pretty much the standard fireball in that it’s reflex save for half with a maximum cap of 10d6. The popular spells form the series, like dragon slave, are a bit more powerful. But then again, it’s only on the sorcery list, has a base DC of 50, and takes three spell slots. It does 2d6 points of damage per caster level with no maximum damage cap and effects a 100-ft.-radius spread. Don’t get caught by that.

Combat in Slayers is similar to standard d20 rules but it is based on anime so that are some suggestions to capture that feeling. For example, characters have a defensive bonus because they don’t wear a lot of armor. If you develop signature attacks, you gain a small bonus to the attack and damage rolls, similar to describing in detail an attack in the game Exalted. Spells and special attacks destroy a lot of things in this world, and that’s reflected in the break DC’s which are lower than in a standard d20 setting. Of course no anime would be complete without massive amounts of knock back or hordes of faceless foes. In the former case, if you take more damage in one blow than your Constitution score, you can be knocked back and in the latter, it recommends giving such nameless foes only one or two hit points per hit dice to speed up those fights.

There are other bits here and there that help add to the flavor. For example, there are rules for psychological attacks to cause things like embarrassment or confusion even as things like money are glossed over. After all, how often do we see the characters running around looking just for gold? It’s more of a story element than an actual concern, much like d20 Modern but without the rules for it.

When running such a campaign, the GM should read over the tips provided in the book. See, the Slayers world is one in which comedy and drama walk hand in hand. People are always falling over each other, stereotypes of dumb swordsman are true, and the main heroes are often greedy and inconsiderate of others even as they’re willing to die to protect them.

For those interested in the Slayers itself, the book acts as a good springboard to start off with. It includes an episode by episode breakdown of the three seasons of the Slayers, as well as statistics for all the major characters for each of season. Official and fan web sites are listed along with a list of credits for all of the characters. Locations are noted with some background, but these are more of a listing. For example, Old Sairaag “These are the ruins of the prior foundation of Sairaag, which was destroyed long ago. Rezo kept a secret laboratory here.” Good for those looking for trivia, but not necessarily for those looking to run long term campaigns who want maps and other important details.

The book includes monsters common to the anime. For example, we have berserkers alongsite with beetle people. A brief listing of monsters from the MM is included so that GM’s are limited to the few pages here. Some of these creatures are super powerful. Take the Noble Mazoku, the rules of the Mazoku universe. They clock in at a CR of 30. Others like the Orcs, are based solely on class levels.

A nice seven-page index helps wrap things up and provides further utility. Add this to the two-page table of contents, and you should have no problem navigating through the book. After a few pages of ads, we have a very detailed character sheet. It includes a nice thing, an advancement tracker, that has a breakdown for starting ability stores, hit points and a level breakdown that tracks hit points gained, ability score changes, feats gained and skill ranks gained. Pretty vital for those who multi-class and don’t keep track of their skill points. Another vital page for this setting is the spell casting sheet with four separate spell trackers for those multi-class characters.

Overall Slayers d20 does some things great. This is another case where a point based system like the Tri-Stat might be a little better at handling the high end play though. While it’s easy enough to note that to replicate the characters from the series, that you just start all the characters off at a CR of 20, either through class or template progression, that’s not really stated in the book. In a point based system, it’s a little easier to just recommend a different starting base and is often less trouble as you don’t have all the little level dependent variables like hit points, armor class (via defensive bonus), saving throws and number of spell slots. More maps of the world would’ve also made usingthe material easier and perhaps some discussion of getting rid of things like attacks of opportunity to speed up combat would be great.

Those are things that have to be taken with a grain of salt though. For a d20 version, the Slayers engine allows players to capture the spell power fairly quickly and right off the bat. The art and layout are up to Guardians of Orders usual high standards, using art right from the anime series itself. Between system and encyclopedia, several full color full page illustrations are included. The price, $39.95, for a licensed anime game that’s 240 pages with full color inserts is fair.

For those looking for a resource on the Slayers anime or those looking to try something different with the d20 engine, Slayers d20 RPG is right up your ally.
 

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