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F*ck This expansion #4 (Keeping it clean)
von Anthony C. [Verifizierter Käufer] Hinzugefügt am: 04/03/2006 00:00:00

This is a great little game FOR ADULTS. My only problem with it is the wasted use of the file size.<br><br> <b>LIKED</b>: This game is really a case of simple is better. I picked up a "real" copy of the basic set at GenCon 2005 and followed it up with every download on this site.<br><br><b>DISLIKED</b>: The file is only about 8 pages, four of which are wasted space.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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F*ck This expansion #4 (Keeping it clean)
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Guns! Guns! Guns!
von Joe M. [Verifizierter Käufer] Hinzugefügt am: 03/13/2006 00:00:00

Highly technical, but valuable tool for adapting real-world firearms to role-playing games.<br><br> <b>LIKED</b>: Hypertexting, detailed technical info<br><br><b>DISLIKED</b>: Slightly out of date<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Guns! Guns! Guns!
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Infinite Armies v1.1
von Aaron M. [Verifizierter Käufer] Hinzugefügt am: 12/28/2005 00:00:00

Simple rules that are flexible enough to apply to a broad range of settings, and well worth the money. The inclusion of an editable pdf to create your own cards seals the deal.<br><br> <b>LIKED</b>: Artwork was much better than other budget games. The rules are simple, but allow for a great deal of strategy.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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[5 von 5 Sternen!]
Infinite Armies v1.1
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Infinite Armies: Image set 2
von Aaron M. [Verifizierter Käufer] Hinzugefügt am: 12/28/2005 00:00:00

A great addition to the Infinite Armies base set. <br><br> <b>LIKED</b>: Lots of nice military art for custom cards, or to replace the original clip-art.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Infinite Armies: Image set 2
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Age of Ruin v1.0 (EABA)
von Christopher N. [Verifizierter Käufer] Hinzugefügt am: 12/22/2005 00:00:00

An excellent product from BTRC. It's almost difficult to label this campaign setting. Age of Ruin combines elements of fantasy, science-fiction, and post-apocalyptic role-playing genres into something truly unique.

Age of Ruin centers around what's left of the eastern United States five generations after the Eaters (destructive nano-tech) have devastated the world and thrown humanity back to the Stone Age. Those humans who survived did so thanks to protective nano-tech and sheer determination, luck, and skill. Some have learned to use their own protective nano-tech to augment their bodies and minds, becoming living weapons and tools to replace those destroyed by the Eaters.

Characters will feel almost like fantasy adventurers without all the magic. Some (or all) will be Shapers, able to modify themselves in different ways to help them survive. Effects like Bladehand, Stoneshooter, and Farspeaker add a fantasy element to the game. One interesting thing to note is that the adventurers in a typical starting party do not possess a lot of different skills. This forces the players to choose their skills quite carefully, resulting in an adventuring party where everybody has something to contribute and everyone must cooperate if the party is to survive.

The material itself makes a fascinating read from beginning to end and will fill your head with all kinds of ideas for adventures and long-term campaign plots. Uncovering lost strongholds from the Machine Age, fighting self-Shaped creatures, questing for your clan and tribe, uncovering lost lore... the possibilities are endless.

While designed around BTRC's own EABA role-playing system, Age of Ruin could be converted to the game system of your choice. Non class-based systems like Gurps would be the easiest, but d20 could certainly be done. However, Age of Ruin makes good use of EABA, especially when it comes to the Shaping mechanics.

All in all, this is a great RPG setting. If you're looking for something new, different, and inexpensive, you can't go wrong with Age of Ruin. <br><br> <b>LIKED</b>: The concept rocks and the author actually delivers on the concept. It's not just a "neat idea" with no follow-through. This is a fully-realized campaign setting chock full of adventure ideas and plenty of areas for GM customization (new tribes, shapings, etc.)<br><br><b>DISLIKED</b>: It could've used more art, and maybe a brief glimpse of what the rest of the world was like (Europe, Africa, etc.) But then again, that's left for us to expand upon.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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[5 von 5 Sternen!]
Age of Ruin v1.0 (EABA)
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EABA v1.1
von Aaron P. [Verifizierter Käufer] Hinzugefügt am: 11/12/2005 00:00:00

An elegant universal RPG, EABA is quickly becoming my default system. It seems to handle everything I throw at it and the simple but powerful Powers system means I can build any setting specific magic, psionics, technology, etc., that I need without resorting to home brew patches.<br><br> <b>LIKED</b>: I love getting to roll lots of d6's while not having to actually add all of them together. I like how it handles low and extremely high power characters cleanly and easily. And the character sheet looks really cool, too.<br><br><b>DISLIKED</b>: The layouts are somewhat bland and at times it takes a few reads to make sense of the rules (dodging, for instance).<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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EABA v1.1
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Slag!
von Mark P. [Verifizierter Käufer] Hinzugefügt am: 10/25/2005 00:00:00

A great space combat game with easy mechanics and realistic outcomes.<br><br> <b>LIKED</b>: Fast and easy to use.<br><br><b>DISLIKED</b>: Nothing, to be honest.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



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[4 von 5 Sternen!]
Slag!
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EABA v1.1
von Rob M. [Häufiger Rezensent] Hinzugefügt am: 10/06/2005 00:00:00

PRESENTATION & LAYOUT

EABA is presented as two different PDF's, a version which has colored illustrations and uses color in the graphic design and layout, and a grayscale version for printing. (Though the full page chapter graphics would still eat up a lot of ink, more than I would be willing to spend on them, but you can always skip those page if you print a copy of the PDF.) The color version makes good use of color with attractive graphic elements, such a Chapter title graphic with the chapter title, and a series of red crossbars and dots to indicate the chapter number that is repeated every 2 pages for quick info on what chapter you are reading.

The PDF also makes good use of color in different parts of the text. General text, is in black, important notes or concepts are in red, examples in green, and advanced topics in blue. The PDF also makes good use of hyperlinks, with page references done as hyperlinks in text. Overall it is a nicely done PDF, With attractive and functional layout and convenient hyperlinking. the index is sparse, but usable. A nice selection of character sheets and other record forms is included as well.

OVERVIEW

EABA is a generic universal role-playing game system in a 150 pages, 150 well-written pages. It is terse, yet provides enough examples for you to understand what is presented. It is based on 5 major concepts. First, that dice rolling is fun, specifically, rolling a handful of d6. (It uses a best-of-three mechanic, where you take the three highest dice out of the dice thrown to determine your result.) Second, that is cool to be heroic. Thus, characters are easy to hurt but hard to kill. Third, that variety gives character. This is represented in the design by providing a detailed character creation system with lots of options. Fourth, no risk no reward. This means that, even though the game is heroic, the characters can still fail, suffer losses, and even die. Five, that story, rules. Thus the rules are designed to be easy to learn and remember, a task at which I would say they succeed. So you only need what's on your character sheet to play the game. Instead of having to flip through books and consult charts while you're trying to play. It also features one of the best effects based power systems in any game.

CHARACTER CREATION

Characters, or adventurers as they are called in the book, are defined by three main elements, Attributes, Skills, and Traits. Traits in this case being advantages or disadvantages in other systems. Adventurers are designed by a point based system, with points coming from two different pools. An attributes points pool, the points for which are designated by a number followed by a capital A, 5A for example. And a skill points pool, the points for which are designated by number followed by the capital S, 3S for example. Traits are purchased with either attribute points or skill points depending on the trait.

Attributes are given a number rating called levels, 7 is average, each of which corresponds to a number of dice plus an add, called the default roll. An attribute level of 7 corresponds to a default roll of 2d+1 for instance. The attributes are Strength, Agility, Awareness, Health, Will, and Fate. Fate is a special attribute that represents luck in most games or can be used to determine the level of power a adventurer can wield, such as psionics or magic.

Attributes limit the maximum level of skill you can attain. You add your default roll and your skill rating, given as a number of bonus dice, to get the dice you roll to perform a task. So if your adventurer had a Skill level of +1D and his default roll was 2d+1, you would roll 3d+1 when the adventurer used that skill. The maximum skill bonus your adventurer could get would be 2d+1. So the highest rating your adventurer could achieve with that skill would be 4d+2. Remember that you only count the highest three dice thrown, plus any add to determine your result. Thus results range from 3 to 20 for normal characters, there is an advantage that will let you count 4 of the dice rolled to determine your result.

EABA provides a detailed skill list with an option to specialize in certain aspects of a skill. This specialization gains the adventurer a +1D to his skill when performing an action where that specialty applies.

Traits in EABA include advantages such as Forte, which provides a bonus die to attributes in certain situations, and disadvantages such as Weakness,which merits a penalty die to the default roll for attribute, in certain situations.

POWERS

The powers system presented in Chapter 6 of EABA is different from most games. Rather than being a list of predefined effects that you can apply modifiers to, EABA offers a meta system whereby you design the effects you want by combining a number of individual power elements called modifiers. Modifiers include, lethal damage, non-lethal damage, prevents an effect, reverse an effect, melee or ranged range, conveys movement, acts like an attribute, subverts movement, etc. These effects are rated in dice, just like Attributes & Skills, the number of which is determined from your Fate attribute. (As I mentioned earlier, Fate is a special attribute which can be used to represent psionic power, mutant ability, magical aptitude, etc, depending on the game world as defined by the GM.)

In EABA, using a power is a three-part process. First you must activate the power, then target it, and finally roll for effect. Effects scores can be converted to all sorts of different values using the Universal Scale table. These values include measurements such as distance, size or movement, time, weights, money, and even information. This table is similar to the AP scale in DC Heroes.

All powers in the system include certain default elements as part of their definition. these elements are Noticeability, Duration, Range, and Target. By default, powers can be seen and heard, and if in the area of effect, even felt, smelled or touched. By default, powers have a duration of instant, they occur instantly. By default, powers have a range of touch. By default, powers affect a single target. By altering these default elements, and applying "effect" modifiers that define what the power's effect does, as well as "limitation" type modifiers, you create individual powers. So an adventurer that can manifest a damaging energy aura around himself while angry might be defined by the following modifiers;

Lethal damage (the effect dice causes lethal damage) Melee range (Only affects those he touches or who contact him.) Power lasts as caster wills (It lasts as long as he is angry) Generic Limit (Only when adventurer is angered)

Each modifier has an "activation cost" associated with it. These costs are added up to get a point value. The point value is used to determine the difficulty of activating the power. Thus the more sweeping and effective the ability, the harder it is to activate, and thus use.

The cost and requirements to have a power are set by the GM based on the world. In general, A player must have a Skill related to the ability to be activate it and thus use it. This is usually a general skill based on the type of ability, you might have a general Sorcery skill or Psionics, of Mutant Powers Skill. The book recommends that each individual ability, whether magic spell or psionic discipline or power stunt, require a specific skill as well. So to use powers you have, you have to at least pay skill points for your general power skill, and points for skill with individual abilities. The GM can also rule that if you don't have the skill you can't attempt to use the power at all. Which would be the case with mutants, or where only those sensitive to mana flows can attempt to use powers. It is also possible to apply the Power costs +3A modifier, which reduces the activation costs by 10 in exchange for 3A from the character's attribute points pool, of which you have less than you have skill points. There is also the Gifted advantage on which you can spend attribute points to obtain powers that are always on or always function, because the "activation cost" has been reduced to 0, and thus activating the power has a difficulty of 0.

Rules for creating power frameworks, i.e. templates for common power origins are types, are included. there is also a section on how the presence of powers in a game world affects its economics. There are also rules for enchanting objects and gadgets.

With a little practice using the system you will be able to create all manner of different powers. The system is a bit confusing and more examples would have been helpful in understanding it. A supplement showing the system used to create a wide variety of powers wouldn't hurt either. overall however, after working with the system a bit, you'll be impressed with the effects that you can create with it.

COMBAT

Combat in EABA is handled as a series of skill rolls against a character's relevant weapon skills. Damage done by weapons is rated as a number of dice and is qualified as either lethal or nonlethal, or combination damage. Lethal damage is marked as a X, and nonlethal damage is marked as a / on the damage track. As the character reaches certain points on the damage track from accumulated damage he suffers penalties rated as a number of dice to his attributes. Thus a character can be quickly incapacitated by damage, being unable to perform an action, without necessarily being killed or knocked unconscious.

If your character takes damage equal to the sum of his health score plus his will score he will pass out. if your adventurer takes damage equal to his health plus his will in lethal damage he will die. One interesting element of the system is that as you take more damage, any additional attacks will have less effect on your adventurer, unless they do a greater amount of damage. the advanced combat chapter has additional rules for special situations and other detailed topics.

SUMMARY

EABA is a very good generic universal system made up of a compact set of rules with well-designed mechanics. Its power system is unique, flexible, and detailed. It offers gamers a satisfyingly detailed and crunchy set of mechanics that is still manageable and easy to learn, being that is only a hundred and fifty pages. Anyone looking for a flexible generic universal system that isn't mired down in an rulebook so thick it is bulletproof should give EABA a try.

<br><br><b>LIKED</b>: Easy to read layout & graphic design & hyperlinking. Great price for a solid well-designed system with flexibles powers creation system.<br><br><b>DISLIKED</b>: The Powers system could have used more explanation.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



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EABA v1.1
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Infinite Armies: Image set 2
von Christopher N. [Verifizierter Käufer] Hinzugefügt am: 09/27/2005 00:00:00

An excellent assortment of modern US military images for use with Infinite Armies. You get everything from Aircaft to Armor to Infantry - all real pics. Plus, there are seven new card skins to use and two deck recipes. If you have infinite armies, you must pick up this very inexpensive add-on pack. It's a must-have.<br><br><b>LIKED</b>: The graphics, card skins, and price. ($3.00 for 170 images!)<br><br><b>DISLIKED</b>: No real naval units. But since the two included decks (Land Warrior and Euro Tech)have no real naval theme, it's a minor quibble.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Infinite Armies: Image set 2
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Infinite Armies v1.1
von Christopher N. [Verifizierter Käufer] Hinzugefügt am: 09/26/2005 00:00:00

Cool! A CCG that you design! BTRC gives you the rules and lets you design each card's stats and import any picture and card skin you'd like to represent that unit. You'll never be missing ULTRA RARE CARD X to finish off your deck because you can always print as many as you like. The game is actually pretty cool, with each unit able to have a special power and each deck to have a global ability.

The only drawback to this initial set is the included art, which is mostly clip-art. However, since you can import whatever graphics you want into the software, this is no big deal. Better yet, get Image Pack 2 (170 images for $3!) for some really nice modern military graphics and card skins and you'll be ready for war.

<br><br><b>LIKED</b>: Customizability, easy to learn rules, innovative idea.<br><br><b>DISLIKED</b>: Can be slow on older machines, included art isn't too hot.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Infinite Armies v1.1
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CORPS VDS
von Jo-Herman H. [Verifizierter Käufer] Hinzugefügt am: 09/25/2005 00:00:00

Being used to GURPS Vehicles, and Guns! Guns! Guns!, I tought this this product would be simple enough to get into. I'm used to math, so that wouldn't be a problem. However, the layout leaves something to be desired. I was forced to jump back and forth, and often it were difficult understanding where to get the numbers for the calculations from. Halfway through a design I just gave up. It's probably a useful product if you get into it, but it's a difficult learning curve.<br><br><b>LIKED</b>: Big potential for creating realistic vehicles. Lot's of crunch.<br><br><b>DISLIKED</b>: Confusing Layout. Steep learning curve.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Disappointed<br>



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CORPS VDS
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Infinite Armies
von Shawn L. [Verifizierter Käufer] Hinzugefügt am: 09/02/2005 06:00:36

Infinite Armies is exactly what the advertising copy states it is. It is very configurable, very customizable, and a decent size download ( especially for a BTRC project). But you certainly get your bytes and your moneys worth.

The rules are not complex, say any more complex that Heroclix or the Expert level of Magic The Gathering. Having said that, and this is the games only "strike", is if your friend would shy away from the complexity of M:TG, or, say, Battletech, or, for an RPG comparison, Gurps, than they will find this game similarly complex.

Greg Porter has done wonders with the PDF format however. The rules are laid out in the same easy to read style that all of his other work is done, and the pdf used to generate the army is simple, powerful, and easily half the fun of the game. It does require some resources, but the web site and the demo files are clear about this. Workarounds for lower end computer equipment is provided, and you could write up cards with a crayon if you needed to. Printing the rules themselves is the only nearly necessary document.

So, if you're looking for a fun game, or are a do it yourself-er, this is for you (although it does come with a sample army file to start out with). The rules are clear, and the author is responsive to any question or feedback you might have.

(Reviewers Note:I payed for this copy myself, and have no other connection to the company other than being a paying customer).



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Infinite Armies
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F*ck This!
von Clint B. [Verifizierter Käufer] Hinzugefügt am: 08/28/2005 00:00:00

First off, I don't judge a game by whom it is not intended for. If you are a kid or offended by profanity, don't get it.

If you aren't... this game is an absolute BLAST!

Unfortunately, due to the nature of the game, it's hard for me to explain exactly how that works.

But I can explain some of the design elements that make it a great game and downloadable product.

For one, it is designed to work on a certain kind of preforated paper easily available at office supply stores. For another the game easily adjusts to alternate rules to fit the players needs. We played a normal game at GenCon, and then switched to the "poker rules" to make for faster games where players could join in easily.

Like I said, if you are part of the market, this game is for you.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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F*ck This!
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Infinite Armies v1.1
von Esa E. [Verifizierter Käufer] Hinzugefügt am: 08/27/2005 00:00:00

Finally, a card game to my taste. iA is NCCCG (buy this if you don't know what that means ;) and a well done and fun one.

No more booster packs and a new pack if you want to play something different, just make your own cards and print them.

This is also excellent example on how to use thing like PDF's to their fullest.

<br><br><b>LIKED</b>: Idea and it's implementation.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Infinite Armies v1.1
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Infinite Armies: Image set 2
von Esa E. [Verifizierter Käufer] Hinzugefügt am: 08/27/2005 00:00:00

Product information says (almost) it all, no iA gamer should miss this. Saves you A LOT of time when making cards, when somebody else have done all the hunting for suitable pictures.

What description doesn't say, is how those pictures can be used in other games. Need to show your players what FAE exposion looks like? Open the file and show it :)

Great value for the price.<br><br><b>LIKED</b>: Quality and quantity of images. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Infinite Armies: Image set 2
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