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Quick20

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Average Rating:3.6 / 5
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Quick20
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Quick20
Publisher: Mob United Media
by Ricardo N. [Verified Purchaser]
Date Added: 01/15/2011 20:26:49

This game cuts down the d20 system to its essential elements and the result is good. It also adds some nice ideas like the "pools" that diferentiate the classes, the simple skill bonuses and the damage system. The only thing to note is that although it is a simple system, I'm not sure it would be suited for RPG newbies. Anyway, given the book's title, I suppose most of the readers who get this will be familiar with the d20 system.



Rating:
[4 of 5 Stars!]
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Quick20
Publisher: Mob United Media
by Michael W. [Verified Purchaser]
Date Added: 02/15/2007 00:00:00

A good, relatively playable system. I mean, hell, it's just d20 boiled down to its most basic components, and for one-shots or just adventures on the fly, it works pretty well. Spells are the only drawback, as they seem pretty underpowered...too few points to spend on effects.<br><br> <b>LIKED</b>: Nice and simple.<br><br><b>DISLIKED</b>: Spells need a little work.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Quick20
Publisher: Mob United Media
by Nicholas W. [Verified Purchaser]
Date Added: 01/27/2007 00:00:00

Wonderful game. Just as the title states you will be playing this pretty darn quick. I found a couple points a bit confusing but after a second read I found it easier to follow. Again even with the second read we were playing it about 20 minutes or so from the time I downloaded it. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Creator Reply:
The best thing to read in any review is how people get into *playing* the game. Thanks!
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Quick20
Publisher: Mob United Media
by Andy S. [Verified Purchaser]
Date Added: 01/25/2007 00:00:00

Quick20 promises a d20 fantasy RPG in under 10 pages, and delivers on that - in fact, if you lose the cover and OGL, it does so in 7 pages. In so short a space, there is no room for monsters (they are in a separate PDF, Monsters and Fantasy Races, in the same download) or guidance for the Game Master, so I feel this game is better suited for someone already familiar with other RPGs. The monster expansion includes 10 standard monsters, rules for generating more, and the usual PC races - dwarf, elf, etc.

In some ways it is similar to, though simpler than, True20 (I don't imply plagiarism here, both are simplifying OGL d20 and there are only so many ways to do that). Damage saves replace hit points, ability die modifiers replace the abilities themselves, and magic is 'collapsed' into a smaller number of spells, each with broader powers and more options - I like that very much in both.

Quick20 differs in replacing feats and skills with point pools based on the character's role (class) and level. It also provides some guidance on when to advance characters.

This will be an ideal game to stuff in the travel bag and play in a hotel or airport.<br><br> <b>LIKED</b>: Does exactly what it promises. Good for gaming while travelling (but would need an experienced GM).<br><br><b>DISLIKED</b>: Structure relies on numbered paragraphs. Character hook refers to table on p. 2, couldn't find table.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Quick20
Publisher: Mob United Media
by Paul P. [Verified Purchaser]
Date Added: 11/09/2006 00:00:00

A compact d20 system in 8 pages? I had to see this. And in fact, it's 7 pages. You have 3 classes (the ever-popular Expert, Mystic (or Spellcaster), and Warrior), and it operates much like a slimline version of True20 (damage saves) without skills or feats. The magic system is freeform, simple, and clever.<br><br> <b>LIKED</b>: Quick20 is actually pretty impressive - the magic system alone, while nothing innovative, is worth the cost of the pdf, and I've been expanding on it for my own tweaks.

Likewise, the class ability pool system is a simple but brilliant idea. I'd very much like to see them both in play.

Contrary to Tim Gray's review, a 1st level Mystic can do a fair bit in a day, especially if he prepares his spells; it's just 2 points (out of a likely 4 or so) to heal an ally of 2 hits (which is a lot). <br><br><b>DISLIKED</b>: The layout's not brilliant (it's cleaner now).

I'm no fan of the damage save system (it just doesn't work for me when I GM), but that's easily fixed (I roll damage against a soak TN, rather than the other way around).

The character classes (certainly at 1st level) are a bit cookie-cutter - one Warrior is much like another, and all Mystics can cast all spells if they've got the points. Again, easily fixed if you don't like it (I added specialities at first level, and Mystics have to choose a limited number of effects they can call on).

I think more base stats would be a good idea - I can see where they come from, but the normal six would probably be better (I changed it to Might, Reflex, Fortitude, Intellect, Will, and Grace). All can be used for saves (Intellect vs illusions, Grace vs ageing/polymorph) in a C&C style.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Quick20
Publisher: Mob United Media
by Michael C. [Verified Purchaser]
Date Added: 11/06/2006 00:00:00

I actually thought about writing up a d20-lite system for myself and to publish, but upon seeing this, I think I'm going to change my mind and not bother. Quick20 fits the bill quite nicely. It takes the ideas from the OGL system and boils it down its very essenses.

The game uses a kind-of success by consensus, which I've seen used in other games. I'm looking forward to trying this concept out.

The product delivers on everything that the description promises. I recommend this OGL interpretation highly. I'm hoping to see a modern version soon.<br><br> <b>LIKED</b>: I think that Quick20 is elegant in its simplicity, both in presentaion and in the system itself. I think it compares to the way Tunnles and Trolls simplified AD&D.

The thing that really caught my attention in Q20 was the greatly simplfied magic system, which boils OGL magic to a system of effects, and has rules for either memorization or creating spells on the fly, and by itself, it's worth the cost of the book.

The experience system is pretty neat, too, and unlike any way I've seen, and does away with the whole XP concept, and works a bit more like what we see in heroic fiction.<br><br><b>DISLIKED</b>: I have to admit, it seems to miss a certain... something not having the standard ability scores, but what it does have works well. Also, I think it could have used just a smidge more detail - just a tiny bit. A little more explanation on magic and experts (or maybe put the Expert special ability with the class description). Otherwise, it works nicely.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Quick20
Publisher: Mob United Media
by Tim G. [Verified Purchaser]
Date Added: 11/06/2006 00:00:00

I picked this up thinking it might be a pared-down version of the d20 rules, a little bit like True20, which would be a handy tool to have. It's not: it's kind of a blend of the author's own system with bits borrowed from d20 and elsewhere, specifically catering for fantasy. Nothing wrong with that, but unfortunately it's poorly presented and poorly thought out. Basically it's a product that wasn't ready to be released.

Characters are defined extremely simply. Their capabilities are almost entirely defined by four attributes: Fortitude, Might, Reflex and Will. They have an open-ended rating that's added to a d20 roll vs a target number. (You might think they look a bit like saves, and they're used for those too.) Will covers all mental and social tasks, including perception - presumably this means the author thinks these not terribly important in the business of monster-bashing, but it also means it's a disproportionately good investment for your points. The other important feature of a character is class: Warrior, Mystic or Expert. (Pretty much the same as True20, though it doesn't appear to be a source.) Each has a points pool that helps it to be good at its kind of stuff. And that's basically it. In the rules for advancing in level there's a bit about gaining bonuses for specific tasks for sneaking around, so you'd get some differentiation over a long period, but there doesn't seem anything to make characters interesting.

Combat rules are fairly D&Dish, with an odd blend of simplification and fiddliness. Damage works by saving throws rather than hit points, with a number of possible states (again reminiscent of True20), but it's complicated and hard to understand - not good for a very condensed thing like this, where simplicity is key. (It needs a damage track diagram or something.)

Magic's kind of freeform - it talks about a number of common kinds of spell and how they might be implemented, probably covering most of the D&D standards. Spellcasting runs off the Mystic class' pool (unlike the others, which boost rolls). You have to spend some points to memorise a spell so you can access it, then some more to cast it at a basic level, and more if you want to extend area, duration or range. It could be a reasonable toolkit, though again too fiddly for this size product. I think the cost is a problem: a Level 1 Mystic is basically going to be able to cast one weak spell per day, which doesn't give them a big input to the fun.

EDIT (10th Nov, original review content unchanged): This product has been updated 4 times in the few days since I reviewed it. The layout has been slightly improved (more column spacing) and some sections made a bit clearer; some typos removed but I think I saw more creeping in. In particular:

  • It is now stated that memorised spells and woven spells are different ways to use magic rather than parts of the same process, which will enable mystics to do more. The former is an advance commitment of points allowing unlimited use of that spell at base level; the latter is improvising on the spot.
  • There is now an included supplement that models standard fantasy races and gives guidance for creating monsters - a welcome and important addition. (I suppose making this separate preserves the claim that Quick20 itself is under 10 pages.) I still think the product has a lot of problems, but it's certainly worth the $2.<br><br><b>LIKED</b>: Well, I think it could probably work - with a GM willing to untangle it and a group that's not bothered by cardboard cut-out characters. With some strong editing and extra material there's a better product to be made of this. <br><br><b>DISLIKED</b>: Layout: columns squashed close together, ugly word breaks at line ends (like oth- erwise and be- tween, yuck). Editing - frequent typos, unclear and confusing bits, repetition and redundancy, and stuff being referred to that we haven't seen before. Organisation - needs better planning, for instance the section on encumbrance appears before basic task resolution. No info on what characters are supposed to do, or on creating opponents; no sample monsters. <br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>


Rating:
[2 of 5 Stars!]
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Creator Reply:
Thanks for your feedback. In response, I've updated the file to include a cleaner layout (the earlier version was built to be compact, not pretty) and clarify portions of the text. As for the rules, we'll have to agree to disagree. The game strongly adheres to OGL design principles, especially regarding bonus caps and interactions. Character individuality is a matter of choice, since the power to assign specialized competence rests with the players' special ability pools. Quick20 is a "high trust" version of the game. Ironically, the damage section that you cited as being especially confusing was, for the most part, verbatim OGC!
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