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<blockquote data-quote="Psion" data-source="post: 2011430" data-attributes="member: 172"><p><strong>The Slayers D20</strong></p><p></p><p><em>The Slayers D20</em> is an <em>D20 System</em> adaptation of the <em>Slayers</em> 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 <em>BESM d20</em> rules as some of their other d20 books do, but according to one designer, the classes are balanced using the <em>BESM d20</em> rules.</p><p></p><p><em>(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.)</em></p><p></p><p><strong>A First Look</strong></p><p></p><p><em>The Slayers D20</em> is a 240 page hardbound book priced at $39.95 US.</p><p></p><p>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.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p>For those not familiar with <em>The Slayers</em> anime series, it is basically a lampooning of high level <em>D&D</em> style mayhem. That being the case, a <em>D20 System</em> adaptation of the world of <em>The Slayers</em> is not a stretch in the least bit (though the authors seem to want to apologize for it anyways...)</p><p></p><p>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.</p><p></p><p>In addition to the standard races, <em>Slayers D20</em> presents a number of <em>racial templates</em>, including <em>copy</em> (a limited copy of a creature), <em>half-demon, half-dragon, half-golem, half-mazoku, and half-troll</em>. Ironically, considering the whimsical nature of <em>The Slayers</em>, I feel they handle the topic of mixed-template creatures a lot more sensibly and adroitly than the core d20 system. <em>D&D</em> seems to assume that nearly any creature can interbreed, while in <em>The Slayers</em>, the half-templated creatures are assumed to be <em>Chimerae</em>, the term the setting uses for magically created combined creatures. </p><p></p><p><em>The Slayers D20</em> does not use the standard <em>D20 System</em> 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 <em>Unearthed Arcana</em>, save that the bonus is better for agile classes rather than classes with the</p><p>best armor proficiency, which is another aspect of the rules treatment that makes more sense in <em>Slayers D20</em> than in WotC's version.) Armor is considered largely stylistic in the slayers setting.</p><p></p><p>Core classes in <em>Slayers D20</em> are drawn for common archetypes in the series and include <em>Bandit, Bounty Hunter, Loremaster, Priest, Noble, Rogue, Warrior</em> and <em>Witch/Wizard</em>. The warrior, of course, is not the NPC class from the core rules, but a bit more like the <em>Fighter</em> save with fewer bonus feats and specialized class abilities like <em>style</em> (which are a sort of specialization with specific weapon combinations) and a <em>judge opponent</em> class ability. The name of the class was selected to match convention in the series.</p><p></p><p>Prestige classes represent more specific variants of the base classes including the <em>Cleric/Shrine Maiden, Martial Artist, Master-at-Arms, Pistoleer, Shaman, Sorcerer, Swordsman,</em> and <em>Warrior of Justice</em>. </p><p></p><p>The classes are, according to one author, balanced using the <em>BESM d20</em> system, albeit that it does not reference it directly. The only oddity in this claim are magic users. <em>BESM d20</em>'s balancing points seem to attribute a bit more point total to the power of magic, but in <em>Slayers D20</em>, magic seems more potent than the norm for d20, not less (see below.) </p><p></p><p>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.)</p><p></p><p>New skills and feats are introduced as well. <em>Summoning</em> and <em>Vision</em> are magical abilities that are treated as skills vice class abilities. <em>Reputation</em>, 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. <em>Taunt</em> is another skill appropriate to the anime level of histrionics exhibited in the series.</p><p></p><p>Many magic-related and metamagic feats have been revised to work with the <em>Slayers D20</em> magic system, and many existing and new feats have negative side effects. For example, the <em>Iron Will</em> feat requires the character to designate an obsession, and the new feat <em>Cute</em>, while beneficial for many skill checks, is detrimental to other skills like <em>intimidate</em> and <em>reputation</em> as they have trouble being taken seriously.</p><p></p><p>Magic is the single biggest change that the book introduces. Magic is used by <em>Slayers</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>There are some minor tweaks to combat. The most significant is the introduction of <em>psychological warfare</em>. 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!</p><p></p><p>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 <em>Slayers</em> 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.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>With the caveat that my exposure to the series is limited, <em>Slayers D20</em> 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.</p><p></p><p>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.</p><p></p><p><em>Overall Grade: B+</em></p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2011430, member: 172"] [b]The Slayers D20[/b] [i]The Slayers D20[/i] is an [i]D20 System[/i] adaptation of the [i]Slayers[/i] 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 [i]BESM d20[/i] rules as some of their other d20 books do, but according to one designer, the classes are balanced using the [i]BESM d20[/i] rules. [i](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.)[/i] [b]A First Look[/b] [i]The Slayers D20[/i] 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. [b]A Deeper Look[/b] For those not familiar with [i]The Slayers[/i] anime series, it is basically a lampooning of high level [i]D&D[/i] style mayhem. That being the case, a [i]D20 System[/i] adaptation of the world of [i]The Slayers[/i] 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, [i]Slayers D20[/i] presents a number of [i]racial templates[/i], including [i]copy[/i] (a limited copy of a creature), [i]half-demon, half-dragon, half-golem, half-mazoku, and half-troll[/i]. Ironically, considering the whimsical nature of [i]The Slayers[/i], I feel they handle the topic of mixed-template creatures a lot more sensibly and adroitly than the core d20 system. [i]D&D[/i] seems to assume that nearly any creature can interbreed, while in [i]The Slayers[/i], the half-templated creatures are assumed to be [i]Chimerae[/i], the term the setting uses for magically created combined creatures. [i]The Slayers D20[/i] does not use the standard [i]D20 System[/i] 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 [i]Unearthed Arcana[/i], 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 [i]Slayers D20[/i] than in WotC's version.) Armor is considered largely stylistic in the slayers setting. Core classes in [i]Slayers D20[/i] are drawn for common archetypes in the series and include [i]Bandit, Bounty Hunter, Loremaster, Priest, Noble, Rogue, Warrior[/i] and [i]Witch/Wizard[/i]. The warrior, of course, is not the NPC class from the core rules, but a bit more like the [i]Fighter[/i] save with fewer bonus feats and specialized class abilities like [i]style[/i] (which are a sort of specialization with specific weapon combinations) and a [i]judge opponent[/i] 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 [i]Cleric/Shrine Maiden, Martial Artist, Master-at-Arms, Pistoleer, Shaman, Sorcerer, Swordsman,[/i] and [i]Warrior of Justice[/i]. The classes are, according to one author, balanced using the [i]BESM d20[/i] system, albeit that it does not reference it directly. The only oddity in this claim are magic users. [i]BESM d20[/i]'s balancing points seem to attribute a bit more point total to the power of magic, but in [i]Slayers D20[/i], 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. [i]Summoning[/i] and [i]Vision[/i] are magical abilities that are treated as skills vice class abilities. [i]Reputation[/i], 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. [i]Taunt[/i] 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 [i]Slayers D20[/i] magic system, and many existing and new feats have negative side effects. For example, the [i]Iron Will[/i] feat requires the character to designate an obsession, and the new feat [i]Cute[/i], while beneficial for many skill checks, is detrimental to other skills like [i]intimidate[/i] and [i]reputation[/i] as they have trouble being taken seriously. Magic is the single biggest change that the book introduces. Magic is used by [i]Slayers[/i] 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 [i]psychological warfare[/i]. 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 [i]Slayers[/i] 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. [b]Conclusion[/b] With the caveat that my exposure to the series is limited, [i]Slayers D20[/i] 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. [i]Overall Grade: B+[/i] [i]-Alan D. Kohler[/i] [/QUOTE]
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