EverQuest: The Questing: Player's Handbook Introduction
You may or may not recall this thing that happened in 1999 called EverQuest. The graphical evolution of text-based DikuMUD and quasi-successor to Ultima Online, EverQuest has seriously won an Emmy and has enjoyed attention due to numerous controversies about video game addiction and ownership of virtual property. I played it for a while, by which I mean I did not really understand how MMORPGs worked (it was 1999) and I spent way more time trying to "wheel and deal" loot for gold than I did leveling, which naturally I now realize is probably a waste of time because higher level people get more valuable shit and consequently have more money than you are going to get spending hours hocking orc belts at the lift to the tree city.
Being obviously inspired by games such as Dungeons and Dragons, it makes a twisted sort of sense that eventually somebody would decide to take things the other direction and make a tabletop RPG. Right? Right.
So, taking advantage of the OGL, in 2003 I shit you not White Wolf published the EverQuest d20 RPG. Quick research on the primary authors: Jennifer Clarke Wilkes heads up the list, at the time freelancing for White Wolf and having an Ars Magica writing credit on her CV, followed by an editing gig for Magic: The Gathering at WotC. We also get Steve Kenson, who worked on Mutants and Masterminds d20 and True20 (ugh). Kenson apparently still works for Green Ronin and does Pathfinder material. Angel Leigh McCoy worked on a lot of oWoD stuff, but also has a credit on Magic of Faerun. There are other people involved (nine authors in total!), but I feel like that kind of gives you an idea. Draw your own conclusions now how good EverQuest d20 actually is based on this data if you choose.
The book actually opens with a map of Norrath, EQ's setting, before we get to the credits and table of contents.
Chapter 0: The Actual Introduction of the Book
Because EQ d20 RPG is intended to be its own game, they have the obligatory "what is a roleplaying game?" lead-in. Which includes somewhat humorous jabs at the fact that they have stolen legally borrowed the rules for "the exact same rules system as the most popular fantasy role-playing pen and paper game system out there," though they wink and nod and tell you they can't actually say the name of that game in print. You know what game. Wink, wink, nudge, nudge. Consequently, they want you to know that if you play that other game EQ d20 RPG is 100% compatible with it rules-wise, opening up some entertaining notions about being able to port characters across systems with relative ease, use monsters from the various d20 monster manuals, et cetera. I guess that's neat, even if it...is not entirely true, as will become clearer once we get into the actual mechanics.
They tell you what the different die sizes are and how to organize a game and whatnot before...
We Are Still Not Actually in Chapter 1
Chapter 1 is "Abilities" and is all about d20 system ability scores. But before we get to THAT, we get a setting dump. I guess this is mandatory for people who either didn't actually play EQ or who played EQ but gave zero fucks about the game's lore. If you are going to be able to roleplay in the setting they logically have to describe it, so, sure, whatever.
The setting is naturally generic fantasy drek and I do not care at all. Played the game. Still don't care. Tropes covered:
Generic fantasy Creation Story that conclude with "AND NOW IS THE AGE OF ADVENTURE"
City full of arrogant magical high elves
Tree city full of tolerant wood elves
Dark city in the underdark full of drow
Human city that is a major trade hub
SECOND human city that is a major trade hub with sprawling sewer system full of people who worship the god of disease (no really)
Barbarian city in the fantasy frozen north full of snowy mountains
Grimy primitive cities full of ogres and trolls
Inexplicably-placed fantasy desert with predictable central oasis
Inexplicable fantasy mountains overflowing with lava
Swamp full of lizard people
Desolate continent full of ancient ruins and even more xenophobic lizard people
Whole continent of frozen wastes
Sketchy poorly-lit forest full of fey
Steampunk city full of gnomes
Mine city full of dwarves
And then there are a couple things that are actually kind of clever in my opinion. EQ d20 RPG came out in 2003, but it doesn't include material from the '03 EQ expansion Legacy of Ykesha (which made frogloks playable). The most recent expansion, therefore, was Planes of Power but that doesn't fit into a primary setting infodump. What we do get is material from Shadows of Luclin, which details a civilization on Norrath's invisible second moon full of friendly cat people. Um, yeah. That's kind of cool and original, I guess?
Page 14 has a great picture of the little island in the middle of the desert oasis where evil scythe-wielding spectres that liked to murder lowbies camping nearby lurked and...murdered lowbies. It's evocative if you've actually played the game and have memories of getting murdered, or at least I think so. Even more than all the maps and infodumping, that piece of art screams to me "YOU'RE PLAYING EVERQUEST NOW, BITCHES!"
Finally: Book One: Creating a Character: Chapters 1 to 5
Yes, we actually talk about mechanics now.
Chapter 1: Abilities: The Scoring
Guess what? EQ d20 RPG characters have the exact same ability scores as D&D characters! They work exactly the same as they do in D&D! And you generate them with point buy! This is not new material, but is mandatory because EQ d20 RPG is a complete game. So okay.
Then we have a really weird section for an alternate character creation method in which you are supposed to be allowed to convert your EQ MMORPG character's stats to your tabletop character. They helpfully note that you are suppoesd to convert your character's base stats, i.e., no gear, no buffs, and then give you a bunch of EQ score ranges and what d20 ability scores and score values they correspond to. I have no idea whether or not taking your EQ stats is better than what you'd get from point buy. You are even supposed to be able to convert your EQ character's level if that's the kind of game your group wants to play, which involves dividing your EQ character's level by two. Yes, EQ d20 RPG goes to level 30 for some reason, probably at least in part to make that conversion easier. You don't get bonus skill points or feats when you do this conversion; you just get whatever your class and level would give you. So having capped Brewing skill in EQ does not automatically give you max ranks in Craft (Booze) when you convert your character.
They also helpfully tell you what skills in EQ's engine are roughly equivalent to what skills in the d20 system version. Notably all the casting skills like Evocation and Conjuration have been folded into Channeling, which was also a skill in EQ, and its primary function was to reduce spell interruption rate. The EQ d20 RPG skill is seriously Concentration renamed to fit EQ's terminology. This is all aesthetic, but it's interesting to see them pointing out that things like dual wield are not skills in EQ d20 RPG, because this is d20 and damnit you will spend FEATS on things like that. SKILLS are not allowed to do useful things! (Except that some of them do. Kinda. More on that in a moment.)
So you're supposed to pick magic items off the list in the book and have your GM approve it. If you are doing this goofy EQ Online to EQ Tabletop conversion in the first place I think you are already kind of fucked in the head, so whatever.There is no perfect method for converting EverQuest Online equipment to EverQuest Role-Playing Game Equipment.
Chapter 2: Races: The Diversifying
Because this is EQ d20 RPG, and because EQ Online has arbitrary restrictions about which races can be which classes, there are arbitrary restrictions on which races can be which classes. You want to be a troll wizard? Fuck you, you aren't allowed. Not "that's a bad idea because your stats will suck," you just can't.
Ability score modifiers are HUGE. If you aren't a human, you're looking at getting +4 to one or two stats in exchange for -2 to a few stats. Ogres get +6 STR and +4 CON. Trolls get +4 STR and +6 CON. This is in exchange for penalties to all mental stats, of course. EQ RPG brings a whole new meaning to the idea of dump stats; your race practically forces them on you. With point buy starting at 8 your average ogre has an INT of 4. Really.
Did I mention that on top of the mandatory "this race can only be these classes" each race ALSO has one or more "favored classes" that interact in the expected way with the multiclassing rules? Yeah, you can't multiclass in EQ Online, but this is EQ d20 RPG, and d20 is all about open multiclassing, so go nuts.
Continuing in the trend of "things that the EQ MMORPG did that convert poorly to tabletop" the devs thought it made sense for people to take XP penalties based on race. You want to play a troll? Suck it, you get 20% less XP. But you do get to be large, and you get a natural slam attack, a situational save bonus versus stun effects (which is actually decent), and fire resist 3 (ooooh). Better or worse than LA? I'm not sure. At least you get to play the character you want from first level. Note that trolls eat the same penalty and their "regeneration" is seriously in hit points per hour and not even fast healing or anything. Being large is good, but you are almost forced to be a fighter (excuse me, warrior) if you play an ogre or troll...so I dunno.
Most of the racial traits are predicably total bullshit. The devs seem to have decided that anyone who gets a bonus feat (the ogre slam is actually a feat you can take if you happen to be large) needs to eat some XP penalty. Erudites are the master caster race with +6 INT and normal experience gain balanced by -4 to Spot checks in low-light conditions (OH NO). Rather than give +X to skills, being a specific race hands out free skill points that are automatically spent on whatever that race is stereotypically good at. I guess this would be a decent way to keep people on the RNG if they hadn't already decided that some people should have INT 4 while some other people have INT 24. Each race also gets X skill points in various languages (yes, language skills have ranks, another dumb mechanic borrowed from the MMORPG). The "dumb" races actually start with their language skills lower than capped for first level. Furthermore, the rules helpfully state that being a particular race means that some NPCs will react to you differently than if you were some other race, so dark elves can look forward to being kill-on-sight in good cities. Yep.
Chapter 3: Classes: The Archetyping
Unsurprisingly, EQ d20 RPG characters gain XP and advance using a table that looks a lot like D&D 3.x--with some weird differences that exist solely to mirror EQ the MMORPG.
You get "training points" (5 per level, including 1st level) and you use them to buy stuff. This is in addition to skill points per level, just to make things more fiddly, but you don't get feats unless you spend your training points on them. For the record, it costs 7 TP to buy a feat and you're only allowed to have one feat for every two character levels. You actually bank them from level to level and can spend them whenever you want, so if you save up 25 points and spontaneously want to get four feats you totally can, as long as you don't exceed the maximum number of feats you're allowed to have for your level. Alternately, you can spend 12 TP to get +1 to an ability score, permanently. You can also spend TP on random crap like energy resistances (with a max value for any one resistance equal to your level; spending 1/7th of a feat on fire resist 1 seems like a really bad deal to me) or you can buy MORE skill points, with a discounted rate for class skills. Seriously: It's 3 TP for to buy one rank in a class skill or 5 TP for a cross-class skill. So...I guess you buy feats.
I'm not sure if you stop adventuring to do this or if it's supposed to happen off-screen. The rules then mention that the GM can waive these training requirements or impose even harsher ones if they really feel like it. Rule zero, folks.For example, if Michelle wants Eweniel to pick up a level of wizard as a 5th-level character, she must find a wizard to train her when she reaches 4th level and declare that she begins such training at that time. Eweniel then spends an entire level studying arcane texts and practicing incantations, and at 5th level she takes one level of wizard.
Classes are helpfully broken up into "spellcasters," "fighter classes," and "hybrid classes," presumably because these are the categories that will make sense to people who play EQ the MMORPG.
Each class has its own little blurbs about what members of that class are supposedly like (just like in D&D). Reading the class writeups reminds me that the game has alignments. Like that other game they aren't allowed to name. Except that "Law" and "Chaos" are called "Orderly" and "Discordant" and are equally nonsensical. At least there are no alignment restrictions for classes--except for clerics, who have to be sort of close to their chosen god's alignment.
Weapon proficiencies are kind of wonky to match EQ MMORPG terminology. Weapons are divided up broadly by type such as "one-handed blunt" or "two-handed slashing," but then get further divided up into simple and martial. So you might be proficient with "1h-slashing simple and martial weapons" but not "1h-blunt simple and martial weapons" and consequently you can wield a longsword but a club is just incomprehensible. What is this, I don't even. Armor proficiencies are...just like D&D.
Spellcasters
Are you a spellcaster? Congrats. You get...spells. Which use D&D "spell levels" that are not the same level as your character level because legacy bullshit, but EQ d20 RPG spell levels go up to 11 15 because the game itself goes to character level 30 and your maximum spell level is your character level divided by two, rounded up. At least nobody gets shafted with delayed spell progression. (Oh, wait, hybrid classes exist.) There are arcane and divine casters, and as usual the only difference is that divine casters ignore spell failure due to armor.
We'll get into whether or not spellcasters win the game when we get to the spell list.
All spellcasters operate on a combined preparation/mana system. You can prep up to eight spells (why eight? Because that's how many you can mem in EQ the MMORPG, duh) at once, but you can cast any spell you have prepared as long as you have mana. This...could be a decent system? Maybe? Forgetting a spell to open a slot is a free action, but memorizing a new spell to fill it takes one full-round action per spell level, so you aren't going to do it in combat...right? Except that that time is reduced by one full-round for every rank in the Meditation skill you have (and you are going to cap the Meditation skill), so, really, you can totally swap in any spell you need right now as a full-round action. It takes a Meditation check, but you're going to make that because it's (10 + Spell Level). Also, your mana pool is double your ability modifier points per level and you can sit down and regen mana equal to (Mod + Meditation ranks) per hour.
Also, some spells have cooldown times. Because fuck you, MMORPG-to-tabletop conversion, that's why.
You get more spells by buying them or finding them as loot and then scribing them into your spellbook. Okay. Every so often (like every four or five levels) spellcasters get to pick features that are kind of like the rogue's special abilities--arbitrary class-specific shit, some of which is kind of cool.
Bard, Cleric, Shaman and Druid get average BAB; the others get poor BAB. Save progressions are a bit odd--you have the standard D&D poor and good save progressions, but they stuck an "average" save progression in there as well.
Bard: You get bardic knowledge! And tons of skill points. And bard spells. And you can wear plate mail and it doesn't impede your magic song-spells at all.
Cleric: Heal please! Your list of class-specific bonus powers includes the option to pick up turn undead (which works like D&D, right down to uses being based on charisma).
Druid: Probably less broken than D&D druid. One of your optional class features lets you cast teleportation spells as a free action once per round. That's...interesting.
Enchanter: Make people love you by boosting their mana regen rate, just like in the MMORPG, only with more manual bookkeeping. You can also make people love you more forcefully by throwing out dominate effects and making permanent illusions.
Magician: Summoner. Call forth elementals, turn elementals if you pick the class option for it.
Necromancer: Play with the dead. Fear effects, too. You can get rebuking if you want it, or a pointless version of lay on hands that heals undead and can't be used to damage living creatures. You know what's cool? A fear aura that you activate as an attack action that lasts a number of rounds equal to your level, goes out to 20 feet, and that causes frightened for 1d6 rounds on a failed save (not shaken, full-on fleeing-in-terror frightened). It's once per day, but you get spells, too, so...
Shaman: Heal! Please! You can summon totemic spirits, too.
Wizard: I would say they should be called evokers, except they get all the teleport spells. That's probably awesome.
Fighters
Do you beat stuff up without casting spells? You're a fighter. You have good BAB.
Do you like bonus feats? You get some of those. Oh, hey, you get class features like "Double Attack" and "Dual Wield," those are at least sort of cool, right? Wrong. You don't actually get them for free. When you see "Double Attack" on your class chart what that actually means is that you are now allowed to pay training points to buy the Double Attack feat. Fuck you for being a fighter.
Fighters do sort of get some real class features aside from bonus feats and junk...except not until high level. Rogues get sneak attack, and Monks get random bullshit, but Warriors get jack until level 20+ (seriously). This is because Sony-Verant realized that auto-attacking was really boring and that having warriors literally not having any other stuff they could do was...also boring. At least monks could click a special attack macro every so often. So what S-V did in EQ MMORPG was introduce limited use abilities that lasted very short periods of time with stupidly long cooldowns called Disciplines. The good news is that in EQ d20 RPG Disciplines are basically stances that last for an hour. The bad news is that you can't switch stances at will--there's a 6 to 12 hour cooldown before you can use any disciplines after the first one wears off. And most of them...aren't really that good.
This is an awful kick in the junk when you think about the fact that spellcasters can sit down and regain mana by the hour, and if you have an enchanter in the party they can cast mana regen spells that net positive amounts of mana over time. You get Clarity at Enchanter 16. It costs 13 mana and lasts for 160 minutes. The target then regens 1 mana per 2 minutes--for a total of 80 mana, plus the mana they would gain from two hours of meditation (which is probably like 25 mana/hour).
I think this is worse than Epic Level Handbook shit. That's impressive.
Monk: Hey, they gave the monk full BAB! They're proficient with their own unarmed strikes!
Warrior: You get bonus feats. Joy. You do get real class features, but only at really high levels (like starting at level 20). It's too bad they do bullshit like "+20 to attack rolls when charging for two rounds...12-hour cooldown." That's a big enough bonus to matter, but you can't do it often enough to matter. And it's still a giant attack bonus. The wizard can teleport across the continent. The druid can do it as a free action. Enough said.
Rogue: Do you like sneak attack backstab? Cool, but you can only do it with piercing weapons. You get evasion, too. And trapfinding. You know what? You're a D&D rogue. You can even take a bonus feat in place of a class-specific special ability.
Hybrids
You get spells, but are boned because you are not a real spellcaster, so you don't get any actual spells until 4th level and then you have a staggered progression. No hybrids get Meditation as a class skill, so they regenerate mana more slowly unless they buy it cross-class (which is...probably largely irrelevant).
Despite being "hybrids" all these classes get full BAB. And they get some spells. And they get fighter-style bullshit Disciplines at high levels. Are you feeling like pure fighters are getting a raw deal? Yeah, me too. But then, this is D&D EQ d20 RPG, and pure fighters get a raw deal in EQ MMORPG, too. I'm honestly surprised they didn't arbitrarily slap paladins and shadow knights with a 40% XP penalty or something in an attempt to balance the classes using the same heavy-handed bullshit as the computer game.
Beast Lord: Divine hybrid. Calls upon the spirits of the animals for tiny buff effects a limited number of times per day.
Paladin: Divine hybrid. You get lay on hands. And a special mount, but its powers don't scale to your level at all. They actually go out of their way to say that the GM can decide a mount is inappropriate for the game and veto it, but if they do, you get a free magic weapon instead. That's actually kind of cool except for the fact that they then go on to suggest that you should be forced to do a quest to get your class feature.
Ranger: Divine hybrid. Rangers can learn to speak to animals, get more attacks per round with bows, move without penalty through difficult natural terrain, et cetera. Oddly, they don't get tracking. They get weapon specialization, but only for bows.
Shadow Knight: Arcane hybrid, but they ignore spell failure. You get inverse lay on hands that deals damage (it does not heal undead). They get the same mount feature as the paladin, but there's no suggestion that it be possible to trade it for a magic sword.
Chapter 4: Skills: The Mastering
At least nobody gets 2+INT skills; the minimum is 3+INT. Not much better.
Unlike D&D RAW, EQ d20 RPG does state that natural 20 is an auto-succeed and natural 1 is an auto-failure, unless the GM rules that success is impossible, in which case nat 20 doesn't do jack.
Skills are basically D&D standard, with some carryovers from EQ the MMORPG--like Alcohol Tolerance (wow, that's useful). Play Brass/Percussion/String/Wind Instrument are all different skills and Brass is based on CON whereas the others are based on DEX. Fuck you, bard, you get 8+INT skill points because we've determined half of them are going to being a one-man band. Read Lips is its own skill. Safe Fall, which you'd think might be a Monk class feature or something, is a skill (the Monk just gets a bonus to it). Channeling replaces Concentration. There's actually a diplomacy skill specifically for undead (Undead Empathy).
There's also a Taunt skill, which is kind of...interesting. You can force people to attack you with it. Sort of. Taunting is a move action and it's opposed by Sense Motive. The target gets a bonus or penalty depending on circumstantial modifiers. What kind of modifiers? How about +10 to resist if they happen to be attacking someone else who isn't you already and another +10 if attacking you is deemed to be "tactically unwise"; if the target doesn't understand your language that's +5 to resist, and there's another +5 if the target has "animal intelligence," so presumably the average wolf who is chewing on your ally gets +20 to the check, as does a bandit you're trying to goad into charging you instead of stabbing the guy in cloth. On a d20. So...Taunt basically doesn't work. Nice job with the math, guys. Congrats for reminding us that White Wolf was involved in the creation of this game.
More to come next post, where we'll pick up with Feats.