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by ludomastro » Mon Jan 07, 2008 11:44 pm
I wasn't sure where to put these so here they go:
1. Does anyone have Fantasy Paths and is it useful? I have a D&D game going right now and would like to switch the folks over at low levels before they get too deep in to make a clean transition.
2. Cybernetics looks interesting, so same question. Does anyone have it and is it useful?
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by Lord Lance » Tue Jan 08, 2008 4:01 am
Fantasy Path is quite useful just to have very quick standard NPC at level you desire, 'cause it gives a full list of Paladin 1st level, Paladin 2nd level, Paladin 3rd level etc. up to 20th level. You have 8 classical "classes" if i don't remember bad, built using standard T20 rules, so you have a warrior, a cleric, a rogue, a barbarian, a mage etc.
I repeat, useful only to have very quick NPC ready to use, and easy to modify (so you can take a Warrior 5th level, and change a couple of feats end equip, and ta-daaaah, you have a Captain of Guards).
Not so useful for your players: better build the PC with total freedom, taking advantage of Standard rule (and some Companion extra).
Cybernetic: very useful, a lot of new "feats" to have cyb parts, but you can use 'em even in fantasy to create some strange arctifact-creatures or strange magic-touched characters. Indeed, i would be grateful if the author does a revision of his product after the publication of Companion, just for "equilibrium sake".
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by PaulB » Tue Jan 08, 2008 6:19 am
ludomastro wrote:1. Does anyone have Fantasy Paths and is it useful? I have a D&D game going right now and would like to switch the folks over at low levels before they get too deep in to make a clean transition.
Agree with the last poster - Fantasy Paths provides a simple GM tool presenting some standard Fantasy archetypes, along with progression information for each from 1st to 20th level. Ideal way to generate NPCs or merge creature stats with presented class information for 'boosted' monsters. Considering the cost of the .pdf, you get plenty of immediately useful material - if actively GMing and looking to save yourself time in both creating adventures and improvising encounters.
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by calibur1 » Tue Jan 08, 2008 3:56 pm
Agree with the last poster - Fantasy Paths provides a simple GM tool presenting some standard Fantasy archetypes, along with progression information for each from 1st to 20th level. Ideal way to generate NPCs or merge creature stats with presented class information for 'boosted' monsters. Considering the cost of the .pdf, you get plenty of immediately useful material - if actively GMing and looking to save yourself time in both creating adventures and improvising encounters.
Yes, Fantasy Paths are great for NPC's. I would go with the True20 Freeport Companion when it comes to your PC's. There's a LOT of great stuff in there for running fantasy, even outside of a Freeport campaign.
I also have True20 Cybernetics. I like it, and it can be used in both a future and fantasy game. But be warned, cybernetics are more powerful than your average feat. They shouldn't be used casually as an add in. If you're going to use them, I believe the campaign should revolve around their presence.
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by ludomastro » Tue Jan 08, 2008 5:00 pm
calibur1 wrote:Yes, Fantasy Paths are great for NPC's. I would go with the True20 Freeport Companion when it comes to your PC's. There's a LOT of great stuff in there for running fantasy, even outside of a Freeport campaign.
Thanks for the advice. I also have True20 Cybernetics. I like it, and it can be used in both a future and fantasy game. But be warned, cybernetics are more powerful than your average feat. They shouldn't be used casually as an add in. If you're going to use them, I believe the campaign should revolve around their presence.
That is the plan.
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by ludomastro » Tue Jan 08, 2008 9:13 pm
Another thought occurred to me. From the way Fantasy Paths is described, it seems that it would be a specific conversion from a d20 Cleric to a T20 Adept(?). I certainly agree that building the character from scratch is the better way to go with T20 and even with a high level d20 character rebuild them with a theme in mind using the T20 rules.
I have some set-in-their-ways d20 players who want to have the ability to re-create in an almost pass for pass manner their characters. Would Fantasy Paths help in that regard?
What advantages do you see for Freeport Companion over Fantasy Paths?
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by Sablemage » Wed Jan 09, 2008 7:09 am
ludomastro wrote:Another thought occurred to me. From the way Fantasy Paths is described, it seems that it would be a specific conversion from a d20 Cleric to a T20 Adept(?). I certainly agree that building the character from scratch is the better way to go with T20 and even with a high level d20 character rebuild them with a theme in mind using the T20 rules.
I have some set-in-their-ways d20 players who want to have the ability to re-create in an almost pass for pass manner their characters. Would Fantasy Paths help in that regard?
What advantages do you see for Freeport Companion over Fantasy Paths?
The Fantasy Paths Cleric is built as an Adept with Cure, Second Sight and a couple of feats.
I don't have the Freeport Companion (yet), but comparing the characters in Fantasy Paths to D&D3.5...
1. Especially at low level, the spellcasters rely on burning Conviction to cast iconic spells (e.g. Magic Missile, Sleep). I can see that as representing spell slots, but the Fantasy Paths Wizard in particular just doesn't feel right to me.
2. You will struggle to give a 1st level cleric enough armour and shield training to match the D&D trope of a heavily armoured holy warrior, and still give him the spells he should have. The FP cleric would not be able to use a shield or (say) chainmail at 1st level without penalties like his D&D cousin.
3. There are some iconic spells that seem to have no obvious True20 equivalent (like Mage Armour).
So, while it has some utility for NPCs, and I don't regret buying it, I don't think it will help you with like-for-like conversion of PCs. That can be done, but I don't think FP is the way to do it.
Just my $0.02. YMMV.
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by Lord Lance » Wed Jan 09, 2008 10:16 am
As ever, you don't have to convert 100% from D20. You have to speak with your player, ask the concept of his cleric (he's more warrior-like? more priest-like?) and try to develop the character starting from the ideas of the player, not from the tables of the old D20. You need to True20ze'em!
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by timemrick » Wed Jan 09, 2008 7:18 pm
I don't own Fantasy Paths, so can't compare it to the True20 Freeport Companion, but I can tell you a bit about what the latter includes:
* Paths for character types appropriate to medieval fantasy games, but not along the rigid D&D class lines. (For example, there are priest, magician, and soldier paths, but also cultists, pirates, and mere dabblers in magic.)
* Divine Domain feats which give allow some specialization for priest types (but are defined differently from D&D domains).
* Stat blocks for typical townsfolk, many of which can also serve as a starting point for PCs. Some are adventurer types (wizards, pirates, thieves) while others are ordinary townsfolk (beggars, longshoremen, town watch).
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by ludomastro » Wed Jan 09, 2008 7:32 pm
timemrick wrote:I don't own Fantasy Paths, so can't compare it to the True20 Freeport Companion, but I can tell you a bit about what the latter includes:
* Paths for character types appropriate to medieval fantasy games, but not along the rigid D&D class lines. (For example, there are priest, magician, and soldier paths, but also cultists, pirates, and mere dabblers in magic.)
* Divine Domain feats which give allow some specialization for priest types (but are defined differently from D&D domains).
* Stat blocks for typical townsfolk, many of which can also serve as a starting point for PCs. Some are adventurer types (wizards, pirates, thieves) while others are ordinary townsfolk (beggars, longshoremen, town watch).
Thanks for the information.
@ All - I think that I can call the vote - point to Freeport.
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