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Rating: Summary: Yeah! Fanstay Sci fi! Review: An actual working ranger class! I just about had a heart attack at this one. The races and equipment are cool as well. The new classes are great, I like the mecyhanist best. All in all hte only truely negative thing is that there are no description of the spell ware, but regaurdless, it is a good book.
Rating: Summary: Good Review: An interesting, if brief set of rules for running DnD in outer space with futuristic weapons and vehicles. Now, I realize that Fantasy Flight Games is probably a smaller company with limited resources, but please, GET SOME REAL ARTWORK. The sketch of the soul mech looks like a cross between a bi Mr. Rogers and some reject from the band REM. The pictures consistently look something I might draw on my notebook out of boredom during class. Also, they could have included more pictures of the vehicles. More and better artwork may cost more, but I know I am glad to pay extra for it.
Rating: Summary: Another Game to Rule the Stars Review: Eversince the D20 system arrived on the scene I have been excitied about the prospect of crossing various campaigns with each other with ease and without much effort on my part. When I came across the previews for Dragonstar I was hooked. I had to get it and now that I have, well, all I can say is that It will become my new campaign of choice. Think about it. Where else can you have you favourite elves from D&D running around with Laser Blasters and battle armour. Sure there are other games out there that may be similar but so far this one has taken me Stardrive and all. I love the whole Spellware idea and am looking forward to getting my hands on the next book. 5 stars from me and I've only had it for 1 day. If you like space, hightech weaponry and you like D&D and the D20 system then here's a campaign system you can sink your teeth into. I'm also a fan of Dragons in general and to have them ruling the Universe, well what can I say. You do need the core books (which is the only draw back if your budget is limited) But in the end all RPG's fall back on other books. Its the only way they survive. Its a tad pricey for us on the other side of the world but in the end its worth it. I'll just have to save up for the next one. My only thought would be the interior art. I love the cover and the first few glossy pages, though the rest of the art, while good, is not as neat and impressive as the initial artwork. I guess the glossy pages and art cost too much to print. It is easy to understand for newbies to the whole genre and does not take much to get started so all in all, good work FFG. I'm impressed.
Rating: Summary: The Sky's the Limit Review: In many ways, Dragonstar is what SPELLJAMMER should have been... and in many ways it is more. Dragonstar is a d20 game (under the Open Gaming License) that expands upon the basic framework of the DUngeons and Dragon's game. In this case, Dragonstar expands upward and outward taking your fantasy game into a high tech world of starships and blaster... in a Universe ruled by Dragons... The Basic outline: Chapter 1: Welcome to Dragonstar This chapter is completely in color. It looks nice and features the back-story of the Empire, explaining more than enough to make a player feel right at home in the Dragonstar Universe. It explains the foundations of the Empire and how things evolved from there. Chapter 2: Races This covers the core races of the D&D system and any changes made in light of the setting. Each one is well done and very detailed for the setting. It also adds four new PC races: Drow, Half-Dragons, Orcs, and Soulmechs. Chapter 3: Classes All the basic D&D classes are presented and are modified to fit the Dragonstar setting. Two new classes are added, the Pilot and the Mechanist. The prestige classes from the DMG are all listed with changes and the new prestige classes of Gundancer, Negotiator, and Technomancer are presented (we can assume more are to come). Chapter 4: Skills A listing of changes to the Basic D&D skills are given as well as new skills. Nine new skills appear. Chapter 5: Feats Changes to existing feats are given as well as a library of new ones. The new feats are very well done and are free of overlap. The Technical Profieciency appears in this chapter. The Technical Feat is key to seperating Primitive (read standard) D&D characters from High-Tech (read Dragonstar) characters. Each class gains some benefit from this feat and the feat is free to characters who begin play with exposure to High-Tech. Chapter 6: Equipment This chapter covers everything you need from weapons to armor to tools to gear to robots. This section is to be expanded in the forthcoming Imperial Supply Book. Chapter 7: Combat Excellent chapter, the rules have not altered melee or made it obsolete, but at range, energy weapons are presented as the preferred means of combat. Chapter 8: Magic This chapter presents changes to magic (including such nice tidbits as spellbook software), changes to the basic D&D spells and a selection of new spells, including the arcane spells for damaging/healing robots and (my favorite) Refuel. Chapter 9: Vehicles A sizable addition to the d20 system, Dragonstar presents a very well thought out system. The scale and speed systems are very nicely done. The new sizes (Colossal II through IV) are easy understand and follow the 3rd Edition model. As a result, starship combat is easy to run. A short listing of vehicles and the explanation and picture of the Starcaster (the teleporting device) is also added. This book has the best editing of any d20 product I've seen so far and the layout is excellent. The forthcoming Galaxy Guide should present Magic Items and (the promised) Spellware. All in all... the perfect addition.
Rating: Summary: Tied for Best Third Party D20 Product Review: This product, along with The Witchfire Trilogy from Privateer press, are tied for the best D20 products by third-parties on the market - and may well come out on top of ANY D20 product, barring the core rules. Dragonstar is a game that takes D&D to the stars. Unlike spelljammer, it isnt magic that drives the starfaring races, but hard sci fi - but magic is there, still, and often integrates with technology seamlessly. The setting is very compelling; with the rise of technology, Dragons formed a great empire and conquer the rest of the galaxy. Each Dragon clan, good and evil, rules for 1,000 years. The first 5,000 saw the rule of the 5 good dragon clans. Now, it is mere decades into the first rule of the first of the evil dragons, Mezzebone the Red. He has formed a Secret Police Force of Drow, and the galaxy groans under their lash. The rules are excellent, the setting is incredible. As with any product, there are a couple of weak points. For instance, the lack of Spellware, and the lack of variant gravity rules, both of which are referenced in the book. They will be included in the upcoming Galaxy Guide, as magic items were in the DMG, so this is understandable, but a tad frustrating. Nevertheless, if you like the D20 system, and if you like the Sci Fi genre, you cannot go wrong with this product. The artwork does leave a little to be desired, but I don't buy products for their artwork - I buy them for the content, and this product has that, in spades.
Rating: Summary: Huge undertaking fairly well done Review: Very nicely done system. Taking D&D to the stars in a fairly hard science way. I really have been impressed with what they came up with, but DAMN they need the next book shipped printed...
Rating: Summary: Huge undertaking fairly well done Review: Very nicely done system. Taking D&D to the stars in a fairly hard science way. I really have been impressed with what they came up with, but DAMN they need the next book shipped printed...
Rating: Summary: Huge undertaking fairly well done Review: Very nicely done system. Taking D&D to the stars in a fairly hard science way. I really have been impressed with what they came up with, but DAMN they need the next book shipped printed...
Rating: Summary: The Evolved Form of SpellJammer Review: well, maybe not totally as SJ relied more heavily on magic than hard core science and Dragonstar reverses this trend, but it still fits to some degree. In someways this is SpellJammer advanced in timeframe to the era of Star Wars or Star Trek. The people at Fantasy Flight Games continue to push for their Thug NPC class, which could just as well be served by the generic Warrior NPC class but I digress. The ranger has been altered from a mellee to a missile specialist and fighting with two guns has been relegated to a seperate feat away from two weapon fighting. Wizards now have the option of trading in their spellbooks for a datapad. New stuff is in abundance in this book and in this settings. New skills, new classes, new races and new feats, including one that for many classes is a freebie feat that serves as a gateway into the new toys away from the traditional sword and sorcery fare. Fans of Brent Spiner's role in the ST series he starred in with Levar Burton, Patrick Stewart, Jonathan Frakes, Merina Sertis and Michael Dorn, will be pleased to note the offering of a new type of construct, the SoulMech which in many ways is science fantasy version of the android. The two new core classes are the Pilot and Mechanist both of which are pumped up Experts but offer a unique flavor to the game and to any party that includes them. All in all a wonderful setting that offers a real alternative to the tried and true formula of the D20 genre. If you prefer the future to the past and don't mind a bit of whimsy Dragonstar is a good setting to explore however a word of caution: Much of the setting is designed as a dark and scary place so if you are turned off by that sort of thing you can still work with it, although alterations may be necessary.
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