…I have no idea how I skipped a week. Really, I don’t. But I’m sorry! Hopefully I can get things straightened out around here…
This post is talking about another system, created by the same people who brought us Dungeons and Dragons, meant for people who intend to try and RP something in either a modern or future setting. My friends and I just call it d20 Future to reference both. While some of the schematics are the same, there are some differences that make the entire process more enjoyable…and more of a headache.
First, the fun side. I know it might sound crazy, but I really like that it breaks from the traditional alignment system and instead focuses on what a character is loyal to. Sometimes, the three by three system is rather limiting if you have a particular concept that you are trying to base your character’s motivations around. Using this loyalty based system, it allows you to play with that rather than limiting your actions to just what is considered good or evil or lawful or chaotic. Sometimes your decisions you make for your character are based on something like what their family would think of him/her or if its all about choices (taken from a friend’s idea). It opens up a lot of what you can do with your character.
In the same regard, the classes are really versatile. They focus on a particular strength, such as dexterity/speed or charm, but leave so many of the particulars up to you and what you pick for the profession and feats. It makes the classes super customizable, perfect for a modern or future RP since for a DM, you can run almost anything, and as a player…you can run almost anything. Really, it can cause some seriously awesome campaigns. I have a character who is not what she looks like at all, just because of the different things I picked for her. And she’s in a Gundam inspired campaign. Yeah, this is going to get amusing. I’ve also made a space pirate of all things. There are almost no limits.
…notice I said almost. Some of the things are kinda wonky, and I’m not afraid of calling them on it. To begin with, the way different progress levels work together is often confusing or completely nonsensical, and it makes me wonder if anyone capable of logic looked over the book before they published it. I also think it relies rather heavily on the player being interested in the mechanics about scifi. As my earlier post on hard sci fi versus soft sci fi shows, I am not that big on hard sci fi, and like having wiggle room for interpretation. Having had one DM who thrived on being rule-bound and loves hard sci fi, I wish that there was almost two versions of this. One for the soft sci fi people, one for the rule mongers.
The characters are also very, very squishy at first. And experience is hard to get. It makes the first few levels hard from a DM’s perspective, because you don’t want to just curb-stomp your players. Or at least, most people don’t want to. From a player’s perspective, it’s hard to meet almost any check, and then to further complicate things is battle. Most of the weapons are guaranteed to kill you in one hit, if not two, and there is almost nothing you can do to bolster AC at first level. So you have the problem of how do you get experience points to be less squishy…without getting riddled with bullets in the process. Both times I’ve been involved in any kind of campaign, the DM’s solution has been to give us mechs, which can sometimes actually over power the opposition until everything blows up.
Speaking of stuff, oh my lord. The purchasing system. I seriously think they’ve lost their minds. You basically end up with these point systems to reflect how much something is worth in comparison to each other, and you start out with that point and basically can afford…EVERYTHING that costs that point or less. And then if you want something higher, you roll (oh, but you can take 20) and just… MESS, it’s a MESS. With more issues from the progress levels changing how many points something is worth or if its available or if a better version is available… I hate doing inventory with this system. Absolutely hate it. And I normally love that part, so that says something.
Overall, I think this is a good first attempt at trying to take their success in the traditional high fantasy settings and RPG, and shift it to modern and future scifi. But they were a little too broad with it over all, and if they had broken it down into very clear, separate systems rather than sort of meshing and merging everything to work together, I think it would have been stronger. Except the inventory system That needs taken out back and shot.
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