Rating:  Summary: Mutants & Masterminds blows this book away Review: O.K. - Look past the black and white, non-gloss pages, with artwork that cannot compare to Green Ronin / Super Unicorn's masterpiece 'Mutants & Masterminds'. Look past the fact that most people who want to play a superhero RPG will want to play in the modern day, not in the 'silver age' which will detract immediatly due to the title of this book. Look past a system that isn't completely d20 (which, lets face it, no superhero RPG I have seen is EXACTLY verbaitum a translation of d20 made into a super-powered game). What you are left with when you look past all that is a decent game for people who have never read a comic book, but have heard all about them from their friends who are able to read.Was I too harsh? If you don't believe me, buy this book, Amazon has a wonderful return policy.
Rating:  Summary: A Flexible Superhero RPG That is Actually Complete Review: Silver Age Sentinels (SAS) is 336 pages of D20 superhero gaming goodness. It is not, however, like most of the other D20 games that you may have read or own. Instead of trying to jam D&D into a pair of spandex tights, Guardians of Order (GOO) chose to adapt the excellent D10 Tri-Stat version of their game to D20. While most of the core D20 concepts like character class, hit points, armor class, etc. are still intact, other concepts or mechanics might work a bit differently or have a different name. For example, objects have an armor rating instead of a hardness and armor absorbs damage instead of increases armor class. At the heart of SAS is the flexible power creation system pulled straight out of the Tri-Stat version. Picking powers is a simple matter of paying a set number of points for each level of the power. There is no need for a calculator. You should have little trouble simulating most any super power you will find in comics and the simple power modifier value system allows you to easily personalize each power for your character. Over a hundred pages of the book is devoted to the Empire City campaign setting (which is New York City with the serial numbers filed off). You get a short history of the world, a timeline and an overview of the current global situation, all of it taking into account the presence of super beings and their influence of course. A mini-atlas of Empire City details sites of interest around the city. As a blessing for the Game Master (GM), the book includes complete write ups for seventeen heroes and villains, and a selection of adventure seeds. If you aren't adamant that your D20 games have to be completely compatible with D&D and you enjoy superhero gaming, SAS should bring you many hours of entertainment. It has most of the flexibility of a rules-heavy system like Hero, while maintaining the D20 concepts that you already know and love. Throwing in a campaign setting and lots of GM advice makes it one of the best deals in gaming today. Check it out.
Rating:  Summary: A Flexible Superhero RPG That is Actually Complete Review: Silver Age Sentinels (SAS) is 336 pages of D20 superhero gaming goodness. It is not, however, like most of the other D20 games that you may have read or own. Instead of trying to jam D&D into a pair of spandex tights, Guardians of Order (GOO) chose to adapt the excellent D10 Tri-Stat version of their game to D20. While most of the core D20 concepts like character class, hit points, armor class, etc. are still intact, other concepts or mechanics might work a bit differently or have a different name. For example, objects have an armor rating instead of a hardness and armor absorbs damage instead of increases armor class. At the heart of SAS is the flexible power creation system pulled straight out of the Tri-Stat version. Picking powers is a simple matter of paying a set number of points for each level of the power. There is no need for a calculator. You should have little trouble simulating most any super power you will find in comics and the simple power modifier value system allows you to easily personalize each power for your character. Over a hundred pages of the book is devoted to the Empire City campaign setting (which is New York City with the serial numbers filed off). You get a short history of the world, a timeline and an overview of the current global situation, all of it taking into account the presence of super beings and their influence of course. A mini-atlas of Empire City details sites of interest around the city. As a blessing for the Game Master (GM), the book includes complete write ups for seventeen heroes and villains, and a selection of adventure seeds. If you aren't adamant that your D20 games have to be completely compatible with D&D and you enjoy superhero gaming, SAS should bring you many hours of entertainment. It has most of the flexibility of a rules-heavy system like Hero, while maintaining the D20 concepts that you already know and love. Throwing in a campaign setting and lots of GM advice makes it one of the best deals in gaming today. Check it out.
Rating:  Summary: A Flexible Superhero RPG That is Actually Complete Review: Silver Age Sentinels (SAS) is 336 pages of D20 superhero gaming goodness. It is not, however, like most of the other D20 games that you may have read or own. Instead of trying to jam D&D into a pair of spandex tights, Guardians of Order (GOO) chose to adapt the excellent D10 Tri-Stat version of their game to D20. While most of the core D20 concepts like character class, hit points, armor class, etc. are still intact, other concepts or mechanics might work a bit differently or have a different name. For example, objects have an armor rating instead of a hardness and armor absorbs damage instead of increases armor class. At the heart of SAS is the flexible power creation system pulled straight out of the Tri-Stat version. Picking powers is a simple matter of paying a set number of points for each level of the power. There is no need for a calculator. You should have little trouble simulating most any super power you will find in comics and the simple power modifier value system allows you to easily personalize each power for your character. Over a hundred pages of the book is devoted to the Empire City campaign setting (which is New York City with the serial numbers filed off). You get a short history of the world, a timeline and an overview of the current global situation, all of it taking into account the presence of super beings and their influence of course. A mini-atlas of Empire City details sites of interest around the city. As a blessing for the Game Master (GM), the book includes complete write ups for seventeen heroes and villains, and a selection of adventure seeds. If you aren't adamant that your D20 games have to be completely compatible with D&D and you enjoy superhero gaming, SAS should bring you many hours of entertainment. It has most of the flexibility of a rules-heavy system like Hero, while maintaining the D20 concepts that you already know and love. Throwing in a campaign setting and lots of GM advice makes it one of the best deals in gaming today. Check it out.
Rating:  Summary: Excelsior! Review: Silver Age Sentinels d20 contains many lots of new rules for the d20 System. Many of them are just simple things that make d20 work better, flow more smoothly, or downright make more sense than even the "d20 Modern" mechanics. There are lots of powers in here that are open and flexible, and some very exact powers that are very balanced. And the unique d20 System innovations might make good house rules in any other d20 games you run. For example, instead of just the base attack bonus, Silver Age Sentinels offers skill-based combat. Unfortunately a third of the book is campaign setting material, and if you're not going to run a game in Empire City then it won't do you much good except as an example perhaps. Also, Silver Age Sentinels doesn't uses standard d20 System skills and feats, which could be a turn-off for some GMs. Finally the book is B&W only, which is a tragedy considering that the Tri-Stat version was printed in full-color. If you are looking for a very detailed superhero game with crunchy rules yet plenty of flexibility, then this one is worth checking out!
Rating:  Summary: Good superhero RPG'ing, Good d20, Good book Review: This is worthwhile purchase if you like d20. I'm using it for both item design, enemy/GM Char design, AND superhero RPG. The rules are solid, and I like 99% of this book. And the art is great! It's B&W art, but it adds to the 'silver age' feel. I wish it included a GM's screen, but what books do? My biggest complaint is that the Index is lacking. That said, I have seen no other d20 books as nice as this except for the Wizards' D&D books and d20 Modern.
Rating:  Summary: Good superhero RPG'ing, Good d20, Good book Review: This is worthwhile purchase if you like d20. I'm using it for both item design, enemy/GM Char design, AND superhero RPG. The rules are solid, and I like 99% of this book. And the art is great! It's B&W art, but it adds to the 'silver age' feel. I wish it included a GM's screen, but what books do? My biggest complaint is that the Index is lacking. That said, I have seen no other d20 books as nice as this except for the Wizards' D&D books and d20 Modern.
Rating:  Summary: Not a true D20 game... Review: Unfortunately the folks at GOO are more interested in A) Preaching about how great comics were 30 years ago as opposed to the current state of the business and B) Hyping their tri-stat version of the game than they are in making a functional and worthwhile addition to the D20 universe. This books is simply a poorly thrown together conversion of the tri-stat game of the same name with which they hope to reap profits simply by having the D20 name attached. This game did prove one thing, classes and levels do NOT belong in the super hero genre. It just doesn't work. My suggestions for those in search of a decent D20 superhero game, looks elsewhere.
Rating:  Summary: D20 Supers....Finally! Review: With the advent of the d20 system, I desperatley awaited a Supers rule/campaign book. Several have hit the market at once (Four Color Fantasy, Mutants and Masterminds, etc.), but the best of the lot so far has been Silver Age Sentinels. The system boasts the best power and character creation rules of the lot of them. It allows players to create characers similar to their favorites without breaking rules or playing at a level above the average of the setting. An example is a player who built an early version of Superman quite easily! A word of warning: the system is not an exact duplicate of Dungeons and Dragons with Super Powers added. The combat and character generation rules are a little different from what some people view as pure d20 (but so are a lot of d20 product from Wizards of the Coast like Star Wars, Call of Cthulu, and d20 Modern). All of the changes were necessary to better fit the feel of the genre. The system includes conversion suggestions for things such as the Super Power Armor to Damage Reduction and vice/versa if you ever intend to meld games/genres and has a very adaptable keep what you like/throw out what you don't attitude. The only weak point is the Skills (the reason for the 4 rating). I find them to be overly broad. However, the skill mechanics are pure d20, so it easy to substitue with a selection of skills you prefer more from another d20 modern setting, if you choose to do so.
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