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I loved MSH back in the day, but was always irritated with the slow pace of advancement. Advancement is a bit better in this system. I love the ability to set a campaign level and build your hero with a point buy system, no more random character generation!
Note
Several power extensions list "Power Nullification" as a power but it is not listed. The closest similar power is "Power Suppression"
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One of the best in its genre, and the perfect follow-up to the previous edition and its older source material.
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Overall this product is fantastic. The original games biggest flaws were the chaotic and unfair random character generation of powers (1 person with 1 crappy power, another with 14 high level powers). This version picks a power level and every character feels comparable to each other. Many of the annoying powers in the original have been balanced as well which makes this a GMs dream to run.
I love removing Karma from Leveling which never worked and I enjoy tweaking powers with edge and flaws including extra powers that could be part of X power package.
I do wish some powers had made the book and powers like time travel had rules for combat rounds (like say a game like Brave New World has) and I feel there's a couple powers that do the same thing but aren't balanced with each other (Like boost ability and increase ability, increase ability is categorically a better option paying 1 power point and raising your ability +2 RS) but that's just small gripes for what's an extremely well thought out product.
It's my go to rules for FASERIP.
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Faserip |
by John [Verified Purchaser]
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Date Added: 04/21/2024 20:02:53 |
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This is the second best superheroes system in the world.
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This is a nice expansion to the first FASERIP clone. My only grip is... the font. it's much too close to comic sans (which it's supposed to) and it really complicates my reading. I wanted to get it printed but... this is just too weird and it reminds me of the STALKER rpg, which was entirely in comic sans for no discernable reason.
Do you think you could.. just change that in an alternate version of the game? Am I the only one to have a problem with it? (I may be)
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Even though I appreciate the inclusion of a point buy charachter creation system but the layout and the art are MUCH worse than the "basic" edition.
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As a fan of BtB’s FASERIP I was pleasantly surprised to see this; I was not aware it was even in the works. The layout & presentation is once again very nicely done and exceeds what you’d expect in a free pdf (Though I went for the very reasonably priced print/pdf combo without hesitation). FASERIP is by far my favorite MSH clone, and now it’s even better. I’m looking forward to trying out the new point-based character creation rules!
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It is based on Rolemaster but is using a D20 roll high system with exploding dice. It has borrowed some stuff from D&D but levels can go as high as lvl 50. Like D&D ability scores increases, in this case every second level but not after level 20.
Character don't start superweak and don't become gods like in D&D, but there is more progress than what can seen in BRP based games, a newbie mage in Lightmaster has 20 Hitpoints, and archmage 120, the Famous Hero has like 180. As in Rolemaster criticals are very important in battles.
As for accesibility it is night and day compared to Rolemaster. It has a crystal clear layout, good use of examples that are not in the way. Not much art but very printer friendly if one want to hand the rules for character creation to the players for example, not to mention that the pdf is free.
It lacks ready made adventures but looking at the section for "Extras" will give you ideas how to adapt adventures made for other systems to Lightmaster easily.
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All you need in a simple little book!
I have nothing bad to say personally, but my group has gravitated more to Old School Essentials and Lamentations of the Flame Princess.
Still a great rulebook for old school fantasy!
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This is an excellenent rules compilation, that got me excited about rpgs again. The format and layout are conducive to learning and referencing the rules. The designer insights do a great job of explaining what was changed and why.
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My favorite OSR ruleset so far. Not only it has all you could possibly need to run a High Fantasy campaign in a single book, but it also unified everysingle check from BECMI under a simple D20 mechanic while still keeping the percentages of success/failure the same.
It was the first retro-clone I've found that actually took the time to give you advice about how Thief Abilities should be used - and the solution it proposed to the age old question "What if the Fighter wants to hide?" is more than satisfactory in my opinion.
I didn't like the idea of swapping Elf and Magic User, since demi-humans need to be versatile for "Race as Class" to work (in my opinion), but the book explains how you can easily swap them back if you want, so it's not a big deal - if anything, it served to exemplify how much the classes are re-flavorable (for example, I allow players to use it's original Clockwork class to play Artificer/Gadgeteers).
As for my practical experience, I've used it to run one-shots for high schoolers who had never played an RPG before and they had no problem understanding the rules - heck, they understood THAC0 in seconds (first ruleset I've seen that sticks to THAC0 and puts some effort in explaining it in an intuitive manner instead of giving up and providing AAC as an "optional rule").
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Excellent OSR. If 5e is not your thing (it can be intimidating at times, you can't go wrong with this
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This work is really a rare piece of art. I could just say "it's better than the original", but it would sound too fanatical. The truth is that to create Dark Dungeon (and Dark Dunegon X), it was certainly necessary for the author to acquire a great intimacy with the original work. We all know that nothing is perfect, and the same applies to the original work. There are always small spaces for improvement. The author managed, through his experience, to create a system fully compatible with the original, but filling in the gaps and trimming edges. Perhaps this would happen naturally if the original work was not discontinued. Well, thank goodness we have Dark Dungeon X!
PS.: Sorry for any error, my language is Portuguese. Ah, how I wish there was a Portuguese translation of Dark Dungeon X!
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Ok so I've read a lot of core rulebooks. (a LOT). I have the Cyclopedia this book was originally written to emulate. This book is one of my favorite to read. Certainly the best book I have gotten from DTRPG. It has nice thick pages that smell of freah ink. Its an enjoyable experience.
I dont agree with the whole book. I hate what he did to Elves. And Magic-Users could maybe use better weapons but certainly not armor. I don't even like his reason for doing it. Lupines are meh,
but certainly not worth losing the Monk! (Mystic, Whatever OK) Ask any player you know who started with the Red Box if they want a (not)Wearwolf or a Monk. Everyone will choose Monk.
Throw all that out the window when you start reading it. This book is slick. It's better than the book it emulates. The layout makes absorbing the material easy. And it is so easy to add material.
There is no rule for 3 dimensional movement like flying or going underwater. All movement is 2 dimensional based. I just added the rules from an AD&D retro For Gold and Glory and it works fine.
The Immortals rules are cleaned up. I think I finally understand how to run that.
The mechanics behind Thief skills and Cleric Turning Undead are now streamlined. I like the feeling of symmetry this promotes in the book.
I even like the name. I remember those chick pamphlets from the 80's he named his book after. That was a dope move.
I'm starting my first campaign next week. Running all the classic Modules fronm yhe 80's. I fixed the Magic-user, Elf and resurrected the Monk.
5 Stars
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The product is fun and well put together. The info is in an easily understood format and the artais callingcallingrtartartartrtartartart
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