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Review of Mutazoids3e Player's Guide and Handbook
Mutazoids3E, a direct descendant of the Mutazoids line of products by Ken Whitman and Christopher Clark is a D20 SRD/OGL based product. It is not a licensed D20 product so does not carry the D20 logo, but I see this as a bonus. While it retains it basic D20 compatibility it provides huge latitude for Money Talks Enterprises to do with it what they wanted without the usual restrictions. And WHAT they've done with this freedom has been astounding. The players handbook is a whopping 240 pages packed with goodies. A deal of a buy in my opinion.

The setting pre-supposes a general cataclysmic event, as in most post apocalyptic scenarios. Along with the usual, general warfare and nuclear exchange are rising waters and widespread effects of a virus that caused the mutagenic changes that dominate the setting.

The first thing you are bound to notice is the character generation system. To accommodate the post apocalyptic nature of the setting there had to be some changes, and Mutazoids3E went all out to fill this gap. No longer will you find races and classes. To replace those genre specific anachronisms are classification and vocation. Classification determines the number and types of mutations and hit die a character has. Vocation is like a character template of which they've just about covered all the potential campaign needs.

As I said, hit die are no longer determined by class or vocation, but by a process based on size and constitution of the character. This still makes D20 OGC creatures easily adaptable to the setting and system. Character abilities remain d20 standard. Naturally, anything referring to magic has been stripped out. The new magic are mutations and mutation like abilities.

Each classification category is distinctive not only in physical description, but in the array of advantages and disadvantages associated with each classification.

Your basic classifications are: Normal Human: Genetically stable descendants of pre-plague mankind. Psykazoid Humans: These are the 'super' mutants who receive only mental mutations and otherwise appear to be normal humans. Mutazoid Humans: sub classifications include Acceptables or Mutazoids. Acceptables are those human based humanoids with few or minor physical changes where as Mutazoids may have any number of highly visible and recognizably physical differences. Humazoid Animals: Bipedal humanoids of animal appearance and manipulative digits.

I have to pause here to talk briefly about the art, which populates almost every page. Not only is it universally good, but quite entertaining in most cases. It captures a lot of the old fun that the original Gamma World RPG was famous for. The art team put together for this project richly deserves their kudos. My personal favorite is the machine pistol wielding jumpsuit-wearing chipmunk.

If you have a -zoid pc the range of mutations, defects and disadvantages assures that no character is going to be like any other. Uniqueness is built into the character generation system. -Zoids are any of the mutant variants that make up the classifications previously noted.

Vocations are diverse and well fleshed out, each representing a specialty in keeping with the PA setting. Starting equipment, vocational skills and abilities, weapons proficiencies and spheres of influence affiliations all neatly laid out and easy to understand.

Some skills and feats have been altered, replaced or added only as necessary to support the PA genre. Most will still be recognized and used as the standard from which they were derived. Others, of course, deal with the new hazardous environment and technology based setting that predominates the post apocalyptic world of Mutazoids. There are even feats that benefit mutation using -zoids, so that character improvement is universal and balanced.

What really sets Mutazoids3E apart is the rich environment and background that is only marginally touched on in the Players Guide but really blooms in the proposed GM's Guide. The depth of the setting is really amazing. Since this is supposed to be strictly a review of the Players Handbook I can't go into too much depth on this subject. But I've seen the developer's version of the GM's Guide and WOW. But like I said, that is another review.

Just when you thought this review was nothing but praise and pandering, I found something I didn't like. You have the usual parade of miscellaneous equipment, armor and weapons with few real standouts. What does standout in my opinion are the omissions of more advanced equipment options. Sparse is the word of the day on that issue. I know there are plenty of third party sources for all that information, and probably space considerations had their hand in those omissions, still I can't help missing them.

There is a vehicles section as well, and the rules are D20Modern standard. The vehicle list is a real snooze as well, presumably for the same space limits as all the equipment tables suffer from. Frankly, I think a quick and dirty reference to the existing D20Modern rules and then a much more enhanced equipment tables would have been more beneficial, although that may have had some legal considerations that I am not cognizant of.

All in all, I've found that despite the recent glut of D20 and D20 like merchandize, Mutazoids is a stand out. I have to admit some partiality for the PA genre and I'm just as likely to buy something merely for the reason of owning it as I am because I think its good. But, I think it is worth a look for even those of more discerning tastes than my own.

product link: http://www.cafeshops.com/mutazoids3e.6758645

-Paul Williams (GammaHammer)

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