Thoughts on Shadowforce Archer?


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Kaptain_Kantrip said:
I saw it but didn't buy it. It looks pretty cool, but I had hoped for more info on magic and chemical monsters... If you liked Spycraft, you'll like this book, too. I would have bought it but I haven't been able to launch a Spycraft game yet and I blew all my money on Stronghold Builder's Guidebook, Quintessential Cleric, Campaign Mag #2, Vlad the Impaler and the KoK Player's Guide. :)

So Kap "I love Spycraft" Kantrip didn't buy the first setting book... :eek: :eek:
 

Horacio said:


So Kap "I love Spycraft" Kantrip didn't buy the first setting book... :eek: :eek:

I didn't buy their crappy overpriced GC Screen, either, LOL.

However, I still love Spycraft and have yoinked a bunch of fun stuff from it for my D&D game (feats and action dice ported over very nicely, thank you). Since I can't seem to get a Spycraft game going, and the Shadowforce Archer didn't really provide enough magic info for my taste (which I could use in a D&D game), I didn't feel the $35 was worth it to me at this point. I would probably buy it if I could get a Spycraft game going--it's a nice book that's definitely worth it to Spycraft GCs. I happily recommend it and envy those of you who have been able to get a Spycraft game going!

Spycraft is the best d20 RPG ever made, as I've said many times before, and I still feel that way! :)
 
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Psionics seemed well covered, but I didn't check them out. The magic system (15 pages including spells) looked really good as a starting point, but I felt needed to be expanded on a lot more. The section on chemical monsters only looked to be a couple pages long. Most of the book is devoted to detailing various covert agencies and secret organizations for the Shadowforce Archer campaign setting.
 


I think it was a new system, but I don't recall the specifics---I remember being intrigued by it. I think it shares more in common with the CofC d20 magic rules than D&D 3e's slot system. I'd have to go back and reread the section. Sorry I can't be more helpful!
 


If I remember my scan of the magic system, Rituals have a difficulty number and you keep rolling skill checks in a cumulative fashion until you grand total beats the Ritual DC. So while a weaker wizard can pull off the same spell, it will take much longer and there is a greater chance for failure.

The other twist is that there is no mystic class per say. You have to pick up the right feats to start down the path.

Psionics has a few classes however. What has me jazzed about psioinis is the result of your skill roll affects the power level of psionic ability. I look forward to high level characters who use their action dice on their psionic skills. :) BOOM
 

Now I'm ever more interested!

Horacio goes to his FIGS (Friendly Internet Game Store) and begins to watch the price...
 

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