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Amazing Engine System Guide | |||||||||||||||||||||||||||||
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Amazing Engine System Guide
Playtest Review by Larry Bullock on 06/07/01
Style: 3 (Average) Substance: 3 (Average) It may not be supported, but it's a good system well worth finding. Product: Amazing Engine System Guide Author: David "Zeb" Cook Category: RPG Company/Publisher: TSR Line: Amazing Engine Cost: $9.95 Page count: 32 Year published: 1993 ISBN: 1-56076-590-9 SKU: Comp copy?: no Playtest Review by Larry Bullock on 06/07/01 Genre tags: Generic | Amazing Engine
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| Physique | Intellect | Spirit | Influence |
| Fitness | Learning | Psyche | Charm |
| Reflexes | Intuition | Willpower | Position |
Now, just because you are ranked 1 in Physique (for example), doesn't mean that you'll have poor attributes in the other abilities. You get a little more control than that. Attributes are generated by picking any 4 you like and rolling 4d10. The other 4 are generated rolling 3d10. Your ability rankings give you a number of points to divide up between the 2 attributes of that ability (divided however you wish).
Amazing Engine does not use a class system (as previous TSR products did). Instead, it uses a skills system. Sort of. During character creation, you examine the world book looking for professions. A profession defines what your character did prior to adventuring (private eye, reporter, etc.) -- it doesn't necessarily mean that you still are what you were, though. Your choice of profession limits your choices for starting skills (depending on the world, a private eye may not have access to the chemistry skill). However, you are given skill slots to represent the "other" stuff that may have happened in your life (so if you really want that horseback riding skill, but it's not a choice in your profession, you still have a chance to get it).
Your character may be further enhanced based upon choices made specifically for a world book. You may have options of races (species) which may modify some of your attributes or provide you with other skills. Also, many worldbooks provide an automatic attribute adjustment for players (usually something along the lines of 20 to all attributes to reflect that you are not playing "average" people). However, Amazing Engine is missing something that has become a staple in roleplaying: Advantages/disadvantages.
The lack of an advantages/disadvantages system is a hindrance to customizing your character. GURPs (available when Amazing Engine was released) had such a system. It wouldn't have taken a lot to add such a thing to Amazing Engine, but for some reason it was left out.
Amazing Engine's mechanic is quite simple. Roll under your attribute on a d100 (this roll may be modified due to having a related skill to the action or other factors). For rolls where a critical success or failure (they used a forgery attempt as an example), all you need to do is look at the one's die from your roll. If it is under a specific value (say 2 (they call this a Magin Rating)) and you rolled under your adjusted attribute, you have a critical success (reverse the logic for critical failure). Combat builds off of the basic mechanic (with the critical success becoming an increase in the type of damage).
Cursory reviews of Amazing Engine that I've seen make it appear as if a player character will never have more than a 50% chance of success (since you are told no attribute can be higher than 50 when generating you player character). However, these reviews failed to take into account the base adjustment for the worldbook and skills. It is more realistic to figure that a starting player may have between a 40 and 80 percent chance to succeed. Still not the best odds in the world, but, as the System Guide points out, you are only supposed to roll when something is extremely important.
Other mechanics (magic, psionics, super powers, etc.) are left for the worldbooks in which they are used.
Below you'll find summary information for the published worldbooks. Note: most worldbooks ran about $20 and had somewhere between 128 and 144 pages.
| Bug Hunters | A near future worldbook where the players are clones forced to fight the aliens. |
| For Faerie, Queen, and Country | Victorian England with a twist. Magic and Faeries are real. |
| The Galactos Barrier | Space opera ala Star Wars (except that instead of "The Force" it's called music). |
| Kromosome | BioPunk! You can use traditional cyberware or use genetic materials from animals. |
| Magitech | D&D meets Earth (1994). Basically, how the world would be different if magic were real and elves, dwarves, etc. were around. |
| Metamorphosis Alpha to Omega | Gamma World wasn't dead in 1994; it became an Amazing Engine Worldbook (which is strange since Gamma World spawned from the original Metamorphosis Alpha game). |
| Once and Future King | King Arthur lives in 4485 AD. Space flight, combat armor. What more do you need. |
| Tabloid! | This supplement may very well have been the inspiration for the Alternity Dark Matter setting. |
I gave Amazing Engine an average rating for Style. The text is laid out in a 2 column format with very few B&W illustrations. A few tables and examples are spread throughout the 32 pages. But then, they did fit a lot of information into those 32 pages.
There really is a fairly complete system packed in those 32 pages, so I was leaning towards a meaty rating for substance. However, the lack of explanation for the Player Core, and the lack of advantages/disadvantages made me lower it back down to an average substance rating.
What do you think of Amazing Engine or my review? Please use the forums to let me know.
Larry
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