|
Pretty decent stock art. Good for visualizing NPCs. The art is reminiscent of the illustrations of the Gothic-Punk motif of the mid 90s. If you want a quick character portrait, I would consider this product.
|
|
|
|
|
|
This supplement for True20 is exactly what True20 needed to make the rule set complete... A build option. Build points are easily explained in the content of this short but sweet rule supplement. For anyone familiar with either of White Wolf's World of Darkness, the system will seem familiar. To attain a higher ability/skill/whatever, you must earn a number of points proportional to your new score. This allows for ultimate character customization. It even includes an example of a build point constructed character.
My gripes about this were that the introductory paragraph came off a little too nerdy, and the artwork, although good, mostly consisted of voluptuous anime style women that may not be appropriate for younger gamers. Those gripes are minor, and aren't weighted enough to lower my rating of this product. I give it 5/5 for giving theTrue20 system more flexibility and ultimate customization of characters.
|
|
|
|
|
|
A very good system. This is a hidden treasure among RPGs. Steve Kenson has taken the d20 system and boiled it down to its essentials in an easy to follow system that doesn't take away time from the gaming table to look up cumbersome rules. No more keeping track of hit points or spell slots. For those who are familiar with the d20 system, but wanted something more streamlined, this is the perfect product. The best part is that it works with any setting. Whether you're preferred genre is space ninjas or post apocalyptic cowboys vs. leather clad bikers, this system has you covered. The reason for 4/5 is because the system is still level dependent, and could have included a point build option. The very best part in my opinion is that you only need 1d20 to resolve everything.
True20 delivers a flexible system with nigh limitless possibilities. The game mechanics are solid and the flow of gameplay is unparalleled. A must have for any serious RPG fanatic.
|
|
|
|
|
|
This is a must have reference for anyone that is not satisfied with the martial artist class in d20 Modern. It provides good solid rules and structure that will allow players to customize their characters to unique styles and stay within the game balance. <br><br>
<b>LIKED</b>: The rules structure and flexibility of this product are very solid and are balanced. The feats allow a character to "dabble" in the martial arts without having a life commitment to them. ("I picked up a few things here and there..")<br><br><b>DISLIKED</b>: I believe the author was misinformed when he wrote the some of the style write-ups (i.e. Wing Chun)<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
Although I haven't read the original version of Haven: City of Violence. This setting in general seemed a little too over the top. Haven is as gritty as it gets. I can see some obvious influences in the work. You can tell that Frank Miller, James 'O' Barr and John Woo definately hit hard on this setting. It was not the best writing I have seen, but nonetheless, it wasn't bad. <br><br>
<b>LIKED</b>: Gritty details about EVERYTHING that goes on in Haven. The power groups, the different districts of the cities from Golden Heights to Rome Island. Very good stuff that will give GMs more than enough to run a Haven chronicle for a while. <br><br><b>DISLIKED</b>: Advanced classes were disappointing. I thought they could use a little more thought and effort on the writer's part. Worse than the advanced classes are the NPC descriptors. If you are even going to mention any NPC's, their stats should be in there. You want to give the GM a bit of knowledge on what the capabilites of the NPC's are instead of just implying that Dominic Carlucci has so many bodygaurds and goons beneath him, it's impossible to get to him, give stats on the man, and describe his lackeys, whether they be individual NPC's or high level thugs. No NPC stats is definitely the lazy man's way out. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Disappointed<br>
|
|
|
|
|
|
This is a book, not of rules and game mechanics, but of source material and little story ideas that are described over a few paragraphs. These seeds give GM's ultimate flexibility and are a very good source of inspiration for adventure ideas. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
This is a seemless integration of an d20 modern template into a monstrous advanced class. I think that the idea is well conceived and the rules well written. Being a Werewolf is no longer for NPC's. <br><br><b>LIKED</b>: All the rules. None of the fluff - that should be campaign specific. Just the rules at one low price. I like it. <br><br><b>DISLIKED</b>: I had some minor disagreements with some of the rules and game mechanics, but in my campaign, I can make up new rules and cut and paste game mechanics as I see fit. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
A very good addition to any of your occult games. The artifacts are very well written up and very well thought of. The best part is that the GM (usually me) need not think of the background for the artifacts, only how to put them in. <br><br><b>LIKED</b>: This product can be taylored to your specific campaign needs. It is very flexible and very detailed in the case of a last minute "treasure hunt"<br><br><b>DISLIKED</b>: the fact that I didn't get e-mailed the update. I purchased it when it was titled "A Dozen Occult Artifacts". <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
Creator Reply: |
The revision was sent to everyone. If you are not receiving updates or e-mails from us please check your RPGNow settings. You need to accept e-mails in order to receive the good stuff -- including special information and coupons.
Contact me to receive your update.
|
|
|
|
|
This one's fun to run. Change some names and make the storylines all in the same place, you almost have a minicampaign. This is good if you don't have much to go on, and is great if you have nothing to go on. However, if you have stuff planned out already, don't waste your time reading someone else's ideas.
|
|
|
|
|
|
It was good before d20 Modern came out, but the d20 Modern core rulebook makes this product obsolete
|
|
|
|
|
|
I read this and deleted it 2 days after. If you dind't like the cyberstyle prime rules, or don't have them, don't buy this one.
|
|
|
|
|
|
Disappointnig. If you want contacts, use the ordinaries from the d20 Modern core rulebook. If you need personalities and backstories, this supplement is for you. I would only recommend this product to the creatively and temporally challenged.
|
|
|
|
|
|
This is similar to the first Modern Day Maps. I can't believe I wasted $5 on this thing. If you really wanted to, get AUTOCAD, and draw up some building plans. It is more expensive initially, but it pays off if you plan on making your own maps...and it REALLY pays off if you happen to be an engineer or architect.
|
|
|
|
|
|
It was a good thing to hold you over until d20 Modern hit stores, but now, this product seems obsolete.
|
|
|
|
|
|
This is good if you're out of ideas. If you're struggling with maps, this is a starting point. If you have every single detail of every single building planned out already, don't buy this product.
|
|
|
|
|
|
|
|