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Hardcover Call of Cthulhu Roleplaying Game Book

ISBN: 0786926392

ISBN13: 9780786926398

Call of Cthulhu Roleplaying Game

(Part of the Call of Cthulhu RPG Series)

The long-awaited d20 adaptation of Call of Cthulhu in one all inclusive rulebook. Since the early 1900's, H.P. Lovecraft has been considered one of the top writers in the entire horror genre. Elements... This description may be from another edition of this product.

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Format: Hardcover

Condition: Acceptable

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Customer Reviews

4 ratings

Librum Cthulhum Deetwentii

I had the Chaosium Cthulhu book for a few years when someone recommended that I get the WotC D20 Cthulhu book for additional ideas. After buying and reading it, I feel that it stands well on its own. So I won't be reviewing it in comparison to Chaosium's BRP book, or recommend which one is better, but just to review it as it stands. First, the externals. It is a nice book - a solid hardback, with art to look like a grimoire or other tome. I like a sturdy rulesbook that structurally feels in flavor for the game it is made for. The interior art is in color (!) and is mostly very good, with the chapter heading paintings looking particularly realistic. The layout is readable, the paper feels dependable, and the page coloration changes subtly by chapter (for quick flipping). In short, it looks and feels like a book you might like to own (sometimes I feel guilty about owning ugly books). Next, I'll note that the mechanics are included. That's good, because I don't intend to buy any more d20 products (wait, that's a lie. I have already bought another d20 book to use with this one; I definitely wouldn't have if the d20 rules weren't spelled out). Everything you need to know about generating a character, advancing in levels, acquiring skills, and combat is included (which I didn't necessarily expect when I bought it - I guess it's a true stand-alone). It was difficult to sort through, and not terribly well organized. I assume that the mechanics were squeezed in so that more could be spent on Cthulhu than on d20. I did feel that my old AD & D 2E book was more clear (not saying the mechincs were better, just that I understood the presentation better after reading it). Feats and skill ranks are new to me, so I can't really review that section other than to say that it's there. I personally think that for all the rules, tables, and modifiers, the DM is just going to pick a dice check number that matches the difficulty he/she thinks the situations should have relative to your skill, so why bother with all the crunchiness? But I'm not a big shot like Monte Cook or John Tynes, and this is d20, so I'll take their word for it. Guns and other equipment is covered in excellent detail - nice to have it all in one place. Magic - tomes are covered very well, and even BRP Cthulhu people might benefit from reading the section on how sanity loss from reading Mythos books occurs. Specific tomes are covered, along with all the spells from the BRP game. Creatures - all the major critters have entries. I think the stats are a little silly, and not consistemt with descriptions or at appropriate levels relative to other monsters. Also, given the deadliness of some monsters' descriptions, the challenge ratings seem much too low. The Mythos - the idea of Lovecraft's vision is explained. Also, each decade is explained in terms of the progression of the End Times, and how each decade might be played along with movie and literature references that are

A Great System

I've read the many reviews on the subject of why d20 cthulhu is lame and why it isn't. Hardcore original system players don't like the action-oriented feel of d20 (which automatically brings to mind images of fighters and wizards battling the Mythos and winning!) I never played the original version, but i have read some of Lovecraft's stories and i like his fiction. I bought the old version at the same time i bought the new one, compared and contrasted the two, and in my non-professional opinion, i think they are both beautiful games that can offer tons of unique entertainment for gamers.If not for d20 cthulhu, i never would have been introduced to shoggoths and mi-go, colours from space and the machinations of the Great Old Ones. That was a main reason for publishign the book, and i doubt few players and gm's (or keepers) can say that it is not an attractive hardback. d20 Cthulhu is no less dangerous than Chaosium's game, although players WILL have an easier time churning through cultists and other adversaries due to all of the combat feats in d20. As for the mythos, these monsters have so much damage reduction that it would take a rocket launcher down one's throat to usually annoy them. In the meantime, just like in the old game, your character gets messily eaten and digested.It's all in the quality of the rules, the willingness of the players and the competency of the GM. I myself am an old school D & D player and DM who loves the vulnerability of the game and how your players cannot under most circumstances fight their way out of an encounter. My current players are D & Ders who like to see their characters live and grow, so although they like the imagery and fear factor of CoC, they don't like losing their precious little creations. So we don't play much. I'm bummed.So that's the face value of it. The game introduces the community to something they might not have been exposed to, while at the same time not ostracizing D & D gamers they had already roped in. When we started playing 3rd edition D & D it took a good year and a half to get used to the rules. It might take some dedicated CoC players just as long too. If you're an original version player of CoC and never had a complaint or cared for a more robust combat system/core book, then there's no need to buy the d20 version. Otherwise, for new players, i say jump in and enjoy a delightful and terrifying experience. Cthulhu loathes you...

Non-cthulhu uses

This book is a good translation of BRP CoC to the d20 rules. It contains everything you need to run a game - there are explanations of the Mythos and its creatures, tips on running adventures, the spells, etc, and it is written really well. During the conversion, they have added a lot of combat/weapons rules which are rarely neccessary in a Cthulhu game, but they don't get in way. But there are more possibilities - if you are even considering the possibility of running a 1900-2000 investigation/crime campaign, then this rulebook will be really useful for you- it's elegant class-less system, and d20 combat ruleas are suited really well for any 20th century action. And, you get conspiracy ideas, supernatural monsters, and some very balanced magic as a bonus, so you can lure your unsuspecting gang of investigators in a true Mythos adventure, and interleave dangerous Mythos adventures with pure investigation and action adventures, without the supernatural. I am using this book for modern campaigns, as it seems far superior to d20 Modern and Spycraft d20.

How this book won me over

I never liked D & D 3rd Edition; it was too rules-heavy for me. I've played Chaoisum's Call of Cthulhu since the second edition way back in '85. I never thought I would want this book, but I am a complete convert. Why? The way the d20 Call of Cthulhu rules handle the Mythos.Instead of presenting a dogmatic listing, essentially a bestiary, for the "higher powers" of the Mythos, guidelines are given for how to capture a Lovecraftian feel in your game. The Mythos powers are handled the way Lovecraft did (as argued by ST Joshi) - as plot devices. This section alone returns the wonder and mystery to Cthulhu gaming and is worth the price tag.Other highlights? The scenario and setting advice are excellent. The presentation and art are topnotch. Spells are much deadlier and riskier to cast than in BRP Cthulhu. Tome attributes are not set in stone, letting the Keeper make them as powerful as he wants. Reading tomes is also more story-based than before, with some creepy side effects for failure.As for the d20 rules? Honestly, they really aren't all that different than the BRP rules. They ARE more detailed, but do have their own internal logic. As long as you aren't afraid to dig in and try something new, the system plays just fine.Simple conversion notes are included for the original system and the GM Screen will have a more detailed system for conversion apparently. Between converting existing books and new d20 Cthulhu releases, there will be plenty of support for this system.All in all, this game has put new life into my Cthulhu gaming.
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