The second book in the d20 revision of the Trinity Universe line (original version in Storyteller). Aberrant d20 provides a skillfull conversion of the original game that changes the system focus, while still retaining much of the original feel.
Post originally by Jerry "Argent" Skold at 2004-07-16 07:12:19
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... I´ve been waiting for this one. The review was concise and brought up exactly the points I was looking for (namely, how the developers have handled the transition of Quantum Powers and Mega-Attributes to the d20 system).
Am I right in assuming that the Novas created with Aberrant d20 become a whole less competent than in the ST system? It sounds to me like they´ve tried to balance up the Mega-attributes quite a lot, which regardless of what a good idea it migh be changes the scope of the game radically.
Post originally by Buzz at 2004-07-16 07:59:07
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...though I have to admit that having to digest both the Storyteller and the d20 mechanics explained in the review, which goes along at a pretty good clip, was a bit daunting. Maybe it's just becasue I haven't had my coffee this morning, but Ad20 is seeming more complicated than HERO right about now.
Post originally by Casey at 2004-07-16 10:37:20
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To me it seems like they shafted the mega attributes a little bit, mostly because well now if you want a super strong brick type character you need to use alot of slots for Lifter in order to be able to lift a battleship over your head while throwing out witty banter.
I think it would have been a better deal to just have setting information and use the Mutants and Masterminds system. But I guess I can't complain till I see how the book actually looks eh
Post originally by D.J. at 2004-07-16 11:14:14
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The White Wolf forums have some... passionate... discussions on the differences. The main thrust seems to be that in order to capture the godlike feel of AST, characters in Ad20 need to -start- at 10th level. And even then, as they level they'll still be largely weaker than their AST counterparts.
Post originally by Bard at 2004-07-16 13:04:45
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Well, those that know me from the forums know that I have a great passion for Aberrant, and have been one of the major proponents of giving Aberrant d20 a chance, rather thans imply shooting it down due to being d20.
I also suggest checking the forums for the house rules thread I worked up to suggest how to change the game around to alter the power level.
Aeon prevails.
-bard, Gentleman for Hire and Mystery Archaeologist
Post originally by Poisson Resistance at 2004-07-16 13:59:17
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<Basically for every dot of Mega-Strength you took in AST, you gained five automatic successes to all Strength-related rolls. This meant that Mega-Strength was easily one of the most abusable powers in the book, and was phenomenally more effective than other MAs.>
Not really. First and foremost, those successes only counted on damage and lifting rolls. Brawl rolls didn't get the bonus, but you could throw things very, very far (A number of meters equal to the auto-successes times your normal might rating).
As such, Mega-Strength is no more abusable than, say, Mega-Dexterity or an Area-Effect Telepathic Domination max-out. And let's not get started on Aggravated Mental Blasts, which aren't survivable without Invulnerability or Impervious Mental Shields.
Post originally by MJK at 2004-07-16 19:35:41
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I think I'm vaguely bothered by the mention of Magneto as a viable archetype/power benchmark to eventually earn/reach and that a 20th level nova with magnetokinesis can lift all of 700 pounds.
The violent thrust attack you can do with it is amusingly nice mind you (28d6 unless I miscount for 1d6 every 25 pounds, aheh. better even than maxed out 20th level quantum bolt, which is 10d6, and yes, that means a 20th level wizard fireball hits for more damage, over a wider area), but Skew's eruption and carrying an armoured car around yet makes no sense.
Actually, I think the telekinetic strike thing might be a broken system mechanic, considering it is leagues better than every single other attack in the game. They either mistakenly left out some kind of dice cap for it, or just didn't fully calculate.
Post originally by Ajax at 2004-07-17 17:04:41
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If we forget about all the background stuff, how does Aberrant compare with the other d20 superhero games out there, in regards to rules?
I've never played the original version of Aberrant, and have my own superhero setting in mind, so I'm trying to figure out which d20 supers game does superheroes best.