Post originally by Tom Zunder at 2003-10-10 04:17:29
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Good review. Could I ask if this is a game that a complete rpg newbie would pick up and play? It sounds like it's very self contained.
Forget all the deep item building rules or costs or any of that stuff, is this a viable alternative to D&D for an EQ fan or is there something else they actually need?
Post originally by unterhund at 2003-10-10 07:19:33
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You'll need the EQ PHB at a minimum. You'll probably want Monsters of Norrath as well. (Reviews of both are available on this site.) Of course, there are a few supplements out now, with many more promised. IOW, it's just like D&D.
Though frankly, if this had been out the gate sooner, I'd have run an EQ campaign instead of the D&D game I did. My playtests of the game were more fun for me as GM. And the magic system beats D&D's "fire and forget" hands-down.
Post originally by James D. Hargrove at 2003-10-10 08:13:00
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With the Everquest Player's Handbook, Everquest Game Master's Guide, and Monsters of Norrath (the three core rulebooks for the Everquest RPG line), you'll be set.
The game is essentially D&D with an Everquest veneer apllied, although the magic system is far more intuitive than that found in D&D. So in short, yes, it's a viable alternative to D&D for EQ fans.
I dumped D&D 3.0 in favor of the Everquest RPG some time ago, primarily because you get more content for your dollar in the Everquest RPG core rulebooks than in the D&D core rulebooks (in my opinion).
The fact that you can easily use any D&D 3.0 monster tomes with the Everquest RPG (I've done well with The Tome of Horrors and The Monsternomicin) is just an added bonus.
Post originally by SteelCaress at 2003-10-10 10:29:46
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In other words, shell out $100 ($90 plus tax, shipping, etc), and you'll have a complete game. Ick. I scrapped that idea along with d20.
On the positive side, spell points are a definite winner over spell slots.
I'd check out Star Wars d20 for rules on armor that actually acts like armor (protects from damage), and Vitality, which is a "wounding" system melded to the hit point combat system.
During dark days when no one's willing to embrace anything other than d20, I run that plus the EQ spell system as a hybrid. Takes care of some of the worst excesses of plain ol' d20, plus they haven't come out with EQ 3.5 to take more of your cash.
Post originally by James D. Hargrove at 2003-10-10 12:33:33
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Well given that d20 Star Wars and the EQ PHB will run you $70 plus tax, $90 plus tax dosn't look so bad
Then, of course, you get into the fact that the Star Wars book is pretty limited in utility for running an EQ based fantasy campaign. It can be probably be done, but not without a *lot* of elbow grease.
Of course, you could buy the EQ RPG PHB to help flesh things out.
That said, if you bought the EQ PHB to obtain EQ races and the point-based spell system, why bother with the Star Wars book at all? The EQ PHB contains roughly 90% of the non-setting-specific information found in Star Wars and tons os EQ setting specific info.
To me, if one wants to run an Everquest game, the Star Wars d20 game seems like a rather bizarre choice of systems to do it.
Given that a complete RPG dedicated to the Everquest setting exists and will only set somebody back roughly $25 more dollars than the Star Wars + EQ PHB apprach, it seems really bizarre.
Post originally by SteelCaress at 2003-10-10 13:07:40
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Well, if you put it that way. I don't actually own d20 Star Wars. I use the rules for combat out of it but I don't have the slightest idea how to build a Jedi.
It's probably better not to confuse anyone (as I did) so here's a tip: hot properties like that can many times be found online.
Here's a Star Wars crib sheet for some things, this should be useful in general once you get the EQ Player's Handbook.
<http://www.roleplaysoc.com/starwars/StarWarsD20CribSheet.doc>
And something straight out of the company that produces the game:
<http://www.wizards.com/default.asp?x=starwars/article/sw20030529tips>
That, coupled with the EQ Player's Handbook, should be enough to get a game off the ground with variant rules. Boggles the mind, doesn't it?
Post originally by Crazy-Cabal at 2003-10-10 16:20:47
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On the whole I'd have to say the artwork does a nice job however some of the pieces are just a tad creepy...
The halfling cook butchering bixies for Bixie Wing Crunchies (Mmmm....Bixie...) on page 207 would certainly invoke a few violent reactions from the average PC. Atleast most Good aligned PCs.
Post originally by Cedric Chin at 2003-10-12 11:13:36
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<< With the Everquest Player's Handbook, Everquest Game Master's Guide, and Monsters of Norrath (the three core rulebooks for the Everquest RPG line), you'll be set. >>
IMO, You can actually get away without all the core books to play an EQ-style game:
* EQ GMG: You should be able to easily use this book alone as a supplement to add an EQ atmosphere to your d20 game.
* EQ PHB: If you (and your players!) **must** have the EQ races, classes and spell system, get the PHB.
* EQ MoN: Disappointing. You're better off brainstorming templates for EQ monsters, and slapping them on the D&D counterparts.
Post originally by Roy Morgan at 2003-10-12 20:14:43
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Armor will actually deflect some blows, though it mostly does reduce damage as you said. I've been experimenting with a system using the Defense modifiers from The Wheel of Time RPG and some altered armor statistics that goes like this. Give fighters armor attunement (wear armor and keep your defensive bonus), let everyone else have half of their defensive bonus when wearing armor, and use the altered statistics I mentioned earlier.
How is the armor altered? Very easily. Split the armor bonus down the middle, putting the removed part into Damage Reduction. Here's some altered armor examples:
Breastplate:
Armor Bonus: +3
Damage reduction: -2
Leather:
Armor Bonus: +1
Damage Reduction: -1
Banded Mail:
Armor Bonus: +3
Damage Reduction: -3
Some of these won't come out even when divided. For softer armors, put the remainder into Damage Reduction. For harder, put it into Armor Bonus. Also, I'm using the Hit Point system, so the Damage Reduction affects all damage, unlike Star Wars armor which only stops Wounds and not Vitality damage. The system seems to work well, though I haven't had many chances to playtest it. This was the simple version of the system. If anyone thinks this has merit and wants more details, let me know.