This is a pretty good example of why D20 is not a great system for a lot of things, the back and forth high stress combat of the souls series just does not translate well with just how much of the core rules that have been changed to try and make it "fit" and only being moderately successful. There are some things that clearly took inspiration from the DS board game that Steamforged games also made, which may or may be a deal breaker for some.
Some of whats here is pretty well written and on the whole the book does a MUCH better job with laying out the rules than d&d does but some of the changes are just a bit baffling.
Instead of the normal hp system D20 uses you have "Position" which is a catch all for health/stamina and general readyness. Functionally its hp but you have your lvl 1 class health but with a hit dice worth of temporary hp per level and you roll it every fight. Position is also spent for casting spells and weapon arts so you can pretty much kill yourself if you arent careful, I get that they were going for a "overcomitting is dangerous" to fit with the Souls theme but it really doesn't play well (on paper at least).
The Initiative system change is also not a good one. Players roll initiative as normal, enemies have a fixed initiative. Players going before the enemies can activate in whichever order they choose as can any going after, this works quite well in a players vs a single opponent scenario such as a boss but when there are multiple enemy types they all activate at the same time as the highest CR enemy rather than having slow undead be slow etc. which......is just bad design.
A great many of the famous weapons, armour and trinkets of the souls series as well as the various sorceries and incantations all have individual entries, sadly very few of them do anything remotely like their ingame equivelant, this is anoither example of trying to force the souls experience into a ruleset not built for it. There is no smithing or anything of that nature either, you get what you get and its honestly quite random what a weapon does, doubly so when Dark Souls staples like bleeding and forstbite aren't included.. An Average shortsword does lightning damage as its skill for example.
I will say that the replacement Character creation system is very well written, rather than try to stat the various types of people in the Souls series you simply pick one of four Origins, which has fixed stats (no rolling atributes) you get a melee/tank, a dex melee/archer, a caster and a jack of all trades. These funcionally replace race in d&d.
The Classes are all there, some kind of close to what they should be, some arent.
One further thing that bothered me was that this is not Dark Souls the rpg, Its Dark Souls 3. It has some things from across the franchise but everything about this is based on Dark Souls 3, from terminiology to the art throughout the book.
Theres also practically zero lore about anything which is a massive strike against in my books, even for core concepts of things like the age of fire. You assumedly are expected to either know going in or have a DM try to explain such concepts.
Overall, not the worst thing ever but a prime example of why jumping on the "5e" bandwagon is not always a good idea.
|