Aberrant d20

Post/Author/DateTimePost
#1

ctrmann

May 15, 2008 23:24:01
Considering WotC has abandoned d20 Spectaculars, anyone know anything about Sword and Sorcery's Aberrant d20? How combatable is it with d20 Gamma World and d20 Modern? I am looking for some info before I buy this product. Thanks.

Aberrant d20 is a d20 Super Hero RPG.

Aberrant d20 - http://secure1.white-wolf.com/catalog/product_info.php?products_id=179

d20 Gamma World - http://secure1.white-wolf.com/catalog/advanced_search_result.php?keywords=gamma+world&search_in_description=1
#2

iczer

May 16, 2008 20:41:28
not 100% compatible, but workable.

it's set up that you need the D&D PHB to operate, but sub in D20 modern and make a few strokes of the pen and it will be alright.

I do have some gripes about the product though.

* about 50% is fluff text. seriously not too much of a complaint I know, but it's half a book wasted, and you do not most of the fluff to enjoy the game.

* unsupported. they made trinity and adventure and then folded the line up. no support, no forums, zip.

* Repetition, repetition, repetition. a good section of the actual rules involves re reading the entries for computer use and drive, plus a bunch of feats that D20 modern players already know of. (mostly related to guns. of course this is becuase it relies on the PHB)

* classes make little sense: some advanced classes you can qualify for at 3rd level, some at 7th, one or two at 12th. the actual core classes are pretty OK, but seem like a modernised DnD.

Apart from the gripes, It's not a bad investment, but you will be paying for rules you don't need to (the fluff text is fairly engaging though, but if you have played the storyteller version of aberrant then you have read it all before)

in all honesty, use thier feats, and the superhuman template that comes with the book and the powers section and just tag them on top of D20 modern.

Batts
#3

Hedgehog39

May 19, 2008 10:01:52
I'm actually doing just that. It's working pretty well after only one session. I'm currently debating a few house rules to further codify the adaptation, considering that I played fast and loose with the initial first-episode big bad who I didn't actually have statted out (Player: "Does a 15 hit his flat-footed defense?" Me: "Uhh.. yes." Player: "Does an 18 hit his regular defense?" Me: "Uhm... no")

Powers: All powers, regardless of level, cost 1 power slot. A character must still have levels in Superhuman to take level 2 or 3 powers.

Superhuman level: Instead of a background feat at 1st superhuman level, a character receives a power slot instead.

Feats: Bonus feats provided by class can be used for background feats.

More as I actually play this bad boy and fine-tune it.
#4

natanax

May 23, 2008 15:21:43
It is a workable system, but complicated. My friend who GM's our game that uses the system jokes that it requires a PHD to understand.
#5

chordnohvarr

Jun 10, 2008 22:02:04
One of my 3.5 games set in Eberron has a PC w/the Superhuman template and some mega-abilities---after several months, it's still well-balanced with the rest of the party. So far, so good.