Big Eyes Small Mouth D20 Edition

The two-time Origins Award nominated multi-genre Japanese anime RPG is now available for the d20 System! BESM d20 includes exciting new character classes and feats, an exhaustive point-based attribute list, and a detailed cost assignment for the core Third Edition fantasy races and classes. Also available in a special limited edition version boasting a foil-stamped leatherette hadbound cover captured in an exquisite dust jacket, complete with a cloth bookmark. Standard version to retail for $29.95 Limited Edition to retail for $59.95
 

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First off, I'd like to apologize for the length of this review. Unlike standard adventurers or sourcebooks, this is a different system using d20 and I'd like to hit the highlights.

The important thing to note about BESM d20 is not like Character Customization, meant to be used with a standard campaign. No, BESM d20 is its own system with it's own rules and regulations that utilizes the core of the d20 system and tweaks it. The good thing is that unlike Silver Age Sentinels d20, the book is more compatible with standard d20 games, uses feats, includes the core classes converted, and has rules for using some of this material in other campaign settings.

The book starts off with the Role Playing Manifesto. This is the same one from Silver Age Sentinels (both editions) and I'm glad they've included it here because it's a damn good reminder that the rules are in place to help you enjoy the game, not railroad you and the most important part, especially for a GM, “A game that is not fun is no longer a game – it's a chore.”

The table of contents breaks the book into thirteen chapters. The first Introduction, gives the reader a quick take on what anime styles are and what this book is about. More important to the experienced role player are chapters two through ten, which go over character creation, breaking it down by abilities, races, classes, attributes, skills, feats, defects and finishing touches. I know, that's a lot of chapters for a standard character and a few of them probably could've been combined to shorten it, but this way everything is very clear and the progression is really only hindered at the end tail for reasons I'll get to in a moment.

The major difference between this d20 product and others is that it's a point based system that uses levels and classes. This almost gives you the best of both worlds as you can customize your abilities while still working in the frame of a class. The book also provides options. For instance, newer players who haven't played in a point based system before may just want to get rid of points and there's an excellent sidebar on exactly how to do that.

For example, discretionary character points are used to built your character initially. If you start off at different levels, you get more points. The good thing is that for those who want a touch of randomness, you either get a set amount or roll, depending on what the GM wants.

Just like with Silver Age Sentinels, they've gotten around the stat generation by having you modify your stats after you roll. Each stat is worth half a character point. You can only have stats as high as your points allow, but if you have low stats, you can spend points to make up for that, as long as the points even out at the end.

The bad news for those who think to maximize their stats is that the races have a cost to them. That's right, nothing's free here. The good news is that the breakdown of how the points were calculated is provided so if you want to convert other races to follow this formula, then you've got the same methodology to do so. Most races come out to a 0 score to it's not too bad but oddly, the dwarf and halfling come out at a point and the half-orc, as we've all known, got the shaft, at least mechanically, and is worth -5 points. Hey, get a bonus to be strong and stupid eh?

Next ups is selecting your class and BESM follows the traditional Anime down to the last Gun Bunny. We've got the following:

Adventurer: This is a generic class that gets character points every level for the ultimate in customization. If you're comfortable with a point buy system, this is the class you should be looking at.

Dynamic Sorcerer: A character who uses the Dynamic Sorcery ability latter described in the book. Kinda like a chicken and egg as you've got to look over the Dynamic Sorcery ability before knowing what the class does, but the class comes first.

Giant Robot: You have to be one of the Construct Race to take this class but they get special abilities related to taking damage and dealing it out. Very fighter like in its approach.

Gun Bunny: Ever know those people who always seem to have guns and great ability with them? That'd be the Gun Bunny.

Hod Rod: If you've ever seen the anime, Riding Bean, then you know what a Hot Rod is. For those who haven't, it's a master of a vehicle.

Magical Girl: For those who want Sailor Moon, or Card Capturers, this is the one to take. They get items of power, special attacks and other goods to help them save the day.

Martial Artist: Ah, the name says it all. Lots of anime focus on the fighter who just wants to be better than everyone else and this is the class for that person.

Mecha Pilot: They get the advantage Own a Big Mecha at first level and it grows in power as they do, probably best represented as more advanced models or something along those lines.

Ninja: Ah, the mysterious, high jumping ninja with greater senses than a normal person and the ability to deal out damage when attacking from shadows. More in common with the anime ninja of fighting abilities than the mysterious ninja of say Oriental Adventurers.

Pet Monster Trainer: Just like it sounds. You get a Pet Monster whose abilities increase as your own do and gain abilities to influence that monster.

Samurai: Much like the ninja, this one is more anime style than Oriental Adventures style.

Sentai Member: Perhaps the one thing I've seen missing from previous BESM products is something that represented the dreaded likes of the Power Rangers but worry no more for here they are.

Shapechanger: I must be losing my touch as I'm not too familiar with too many shapechangers in anime that get the spotlight but for those who want the ability to stretch, change their features or use their dynamic abilities to heal, it's here.

Student: Another classic of anime, the one with the ability to distract the enemy and have friends in high places,.

Tech Genius: If you have an item that you want repaired or improved upon, the tech genius is your friend.

Each class starts off with a description of what the class is and what its roll is in the world. Characteristics provide a brief, generic run down of what they do. The section on Other Classes is great for those who want to run an anime style game with almost all of the core classes as it provides a quick run down of what each class thinks of the other. Class abilities like hit dice, ability score placements, class skills, points, are listed and the class level breakdown shows base attack bonus, saving throws and abilities on a level by level basis.

The only bad thing about the classes is that there is no reference to which anime might make for appropriate watching in the classes. Sure, some of these are obvious to anyone whose spent some time watching anime but to the newcomer, having the source listed would've been a step up in the right direction. Of course there might be more legal issues if you put the source next to what it's represented by in the game but since the source material is listed elsewhere...

Now BESM does something very cool next and that's presentation of the core classes in a BESM style. This allows the GM to automatically take the core classes and have them for use in an anime style game. More importantly, it provides the breakdown of how this was done as well as examining the d20 Modern Classes. This should allow almost anyone to take any class and see how it boils down to those presented here and how to augment them for their own anime style games. The important thing you'll notice though, is that these versions tend to be a little more powerful to to the character points they gain which allow them access to the abilities within this book. A standard fighter and a BESM fighter are not going to be equal. It's just that simple.

For those who picked adventurer as a class or who've hoarded their starting character points, you'll get to look over Chapter 6, Attributes. Here's where the point buy system comes into play. If you've played Hero or GURPS, this section will be like home to you. Abilities are often broken up into ranks that can be purchased for a set number of points.

These abilities do different things like say, Massive Damage, which allows you to inflict a lot of damage, damage that goes up as you purchase more ranks of it. How about Damn Healthy where you get more hit points? Those other elements mentioned under classes like Own a Big Mecha or Pet Monster are listed here and as you buy more ranks, you can do more with those options. Almost every general ability from teleportation to Superstrength is covered here and it really showcases that this isn't D&D with anime options, this is anime d20.

The only problem with this section is that there aren't enough examples. Precisely because point options open up so many potential variants, this section should have many examples. I often post about how I like mercenaries and anime like Berserk and I'm pretty sure I could build Gutts sword using Massive Damage, but under that listing, are there any examples built for you? Nope.

Like GURPS, Hero and the Tri-Stat System itself, there are special modifiers that can be added that are both positive and negative modifiers allowing a wide range of customization. How about an energy blast that's vampiric but can only be used if you're underwater? You can do it.

One interesting use of these powers is in a non-BESM d20 game. They suggest experience point buy based on the number of levels of the power you want to take and your character's level and they make 'hidden' references to Spycraft and Everquest in their examples. Me? I'd have no problem using this in say, Oathbound, patterning it after the Prestige Races, but would have to check every ability in a regular d20 game.

The only thing I found 'wrong' with the point buy is that when listing the abilities, they don't break 'em out by cost as you would for say, a spell list. I mention this because when the book talks about not using the point buy system, it mentions buying your abilities in tiers and without having such a chart, it means you've got to either know the material by heart, or look through every items. Breaking it down into tiers and alphabetical order would've made those new players more at ease.

Chapter Seven, Skills, takes some twists with the standard d20 rules. While most material is just as it would be in any 3.0 game ranging from Wilderness Lore and Intimidate, there are many specific Knowledge Skills and some assumptions that get rid of certain feats. For example, there are no more feats for weapon proficiency. All characters know how to use all weapons. Weapon Focus has been removed and other feats aren't recommended as the abilities here overlap them. There are now combat skills that I'll get into after we get to combat as the descriptions here don't do them justice.

Otherwise, this is a pretty standard chapter with a listing of all the skills and BESM classes with indications if the skill is a class skill, or cross class skill. All skills are detailed and in most cases, the details are a little too brief and don't provide any example DC checks within their description. This is okay for those skills like Balance, Bluff, and Climb which already have many examples in the d20 system, but for others, it's a little more problematic.

Chapter Eight uses Feats. Now I was wondering what GOO would do since they choose not to use Feats in Silver Age Sentinels d20 and I'm glad that they went with them here. As I mentioned under skills, some feats are asked to go by the wayside as other abilities can usually do what the feats in question replaced can do. The other thing is that Feats can be bought, just like powers. This allows a character to focus on his powers or his feats and makes for some tough choses. There is a chart that shows which feats have bee replaced by which skills or abilities so you've got an easy way to reference the material.

The feats in this book do cover some standard material like Armor Proficiency and Ambidexterity as well as some new ones like One Shot Left where you always have at least one bullet left or Weapons Encyclopaedia where you have a great deal of knowledge about the vital and statistical information about weapons. Otherwise, like skills, this is a short chapter.

In a standard point buy system, there is often a section on disadvantages and BESM d20 is no different as Chapter Nine, Defects, allows you to select disadvantages for background points. The only bad thing is if you've already readied your character, you've got to go back and spend those points. Those who've played point buy games will recognize some of the standards like achilles heel or blind fury, things that limit your characters actions or make him a target for others to hunt down.

Chapter Ten, Finishing Touches, helps you calculate all of this information with the final steps like making sure your base attack bonus is correct, as you can buy powers to increase your BAB, or making sure that your energy points, used to power in-system magic, are right and that your saving throws are correct. One interesting switch is a variable armor class as they do away with the base 10 and use a d20 on a round by round basis. I've used it a few times and while it does add some time, it makes combat much more dynamic.

One interesting thing that this system does is allows players to earn background points with background history, and drawings, to earn you more points for character creation.

One problem with a book like this is where do you stop. Since this is a game based on another game, do you have pages and pages of say, equipment, or just a select list for use as an example? Chapter Eleven goes with the short list on weapons but has a lot of ground to cover as this isnt' D&D BESM d20, it's BESM d20, meaning it has a lot more genre to cover and has to provide vehicles and other modern equipment types that standard fantasy settings don't have to worry about.

One thing some will notice right away is that armor doesn't do the armor class bonus but provides damage reduction. If you've got on full metal armor, you've got a DR of 6 or 8, depending on the armor bulk and size.

On that note, we'll jump to Chapter Twelve, Combat. There are some elements that might be perfect for say, a Swashbuckling Adventurers campaign like taking a penalty to attack multiple opponents, or for a high level D&D game like Attacking Multiple Weaker Opponents or 'Mooks' as they're called. Critical Strikes are automatic, no need for a confirmation roll. Characters do not die when they reach -10 hit points, but die when they reach they're negative in hit points. For higher level characters, that might be a problem but I know in some animes we've seen characters take wounds that should be fatal, but aren't.

Lots of little options like these can be tested in other genres. For example, using Wound Penalties where depending on how injured you are, you suffer effects on your ability, skill and combat checks.

The problem some may have with the system isn't these little elements, but the root change to the system as you now use combat skills where you get a bonus to attack based on the number or ranks you have with your combat skill and it's opposed so the enemy gets a defensive combat bonus based on his skill ranks and attributes to avoid being struck. It's also a little more complicated because it involves different uses of skills for different areas of attack like melee and ranged. Without the right skills, you don't get a penalty, as this is a familiar skill that anyone can use untrained, but you'll be easily outclassed. This doesn't count any defense actions you take either. With all of these material running around, it reminds me a lot of the Palladium Game system where it's easy to hit your enemies but combat doesn't end with the one roll.

While not quite the right place, rules for gaining experience points are also in the combat section. Like Star Wars and a few other systems, the rules here don't follow the normal challenge rating standard. Instead, you get a base of 100 x the average party level with other modifiers thrown in for overcoming challenges. Pretty simple system that eliminates a lot of headaches from the GM but works against those, who like myself, don't give higher level characters a bonus for traveling with lower level ones by using the Forgotten Realms Campaign Setting rules that break experience awards down by actual level. Adds more time but doesn't reward the higher ups for bringing the low level characters with them.

Chapter thirteen, Role-Playing, is a very short section on the different genres and types of game that one can run, ranging not only in time period and category, but also world building and how to design adventurers. It's all good stuff but is woefully short. Some mini-campaign examples that run for a couple of pages would've help flesh out this section tremendously. Some of the ideas, especially for players, are golden like “Don't be a loner”, and “Do not obsess about the rules.” Stuff that applies to any game. I like the GOO approach with game as fun, not game as mechanical system that needs to be maximized.

The book uses a very tight and condensed font for the main body of the work. This allows a lot of information to be fitted into the book. This fails when it comes to headers as huge headers and sub-headers eat up a lot of space while making the regular tiny font easier to read. The cover is a great piece, but it suffers the same problem that Savage Worlds did in that it's a compilation of internal artwork. Maybe I'm just getting too old but I remember when the cover was a different piece of art.

The interior art is one of the book's strongest points. The art in this book not only lends itself to the anime style, it defines that style. If you want to know what an anime ninja or samurai looks like, this book has that image ready for you.

In some ways, I personally think that the biggest failing of this book isn't the price . Siege on Ebonring Keep, an adventure for AU by Mystic Eye Games, is the same length, but in paperback for $23.99. Savage Worlds, a new game by Pinnacle, is the same length in hardcover, for $30. The price may not be what others have set as the standard like Fantasy Flight Games and Necromancer, but it does meet the industry standard.

No, my worry is the the inclusion of the core d20 classes. Not because it's a bad thing to have by any means, but because it sets up a false 'compatible' feeling to the book. Someone not familiar with the game may say, “Wow, they've got the d20 core classes in here so it's got to be compatible.” Not quite true. They've included the core classes, I believe, to save the GM the effort of translating those classes over to BESM d20 to make sure that the game has enough variety to play almost standard D&D and use the BESM rules to do it. I believe that those pages should've went to providing more examples, options, equipment and things to make the game itself more complete.

My worry extends to future products from GOO. After all, Mecha d20 isn't being touted as being fully compatible with D&D, it's noted as being fully compatible with BESM d20. Does that mean that materials like A Game of Thrones or Slayers are using BESM too? With each release I can see BESM becoming more and more enriched and useful but also see those books lacking the compatibility that 95% of the standard d20 books have with the core rules.

If you're going to run a game from the ground up using BESM d20, there's not doubt that this book gets a 5. If you're going to run a Spycraft, Slaine, Everquest or standard D&D game, there are elements useful in this book but full integration will be much more difficult. For anime, BESM d20 is the way to go.
 

This is a reasonably good review, but the author's poor grasp of punctuation hurts readability. "You're" is a contraction that means "you are". "Your" is a possessive. "It's" is a contraction that means "it is". "Its" is a possessive. Making these mistakes once, even twice, might be considered acceptable error, but when the review is littered with them, the author looks sloppy.
 


As I've said before, my biggest beef with this book (and I own both versions of it) is that it was said multiple times that it could be used with a standard D&D or d20 Modern game, but when it came to me helping players make their characters, it simply was not true without a major overhaul of many of the attributes. So what I end up doing is re-writing the classes, which is a lot of work. They overcomplicated things to the point where I can only work on a few things at a time before becoming utterly frustrating with many of the attributes and need a breather.

Chris
 

The review captures the book quite well. As a big fan of GoO and D20, I can say I agree with the author. There are many holes in the desciptions and examples given with the attributes that need filled. Additionally, BESM d20 is really its own game, but it does well for the anime genre. I wouldn't use it as a "point buy" system for other d20 games. I may use it, however, as my epic-level rules, but reducing from 10 points per level, to say 5.

I look foreward to seeing the future BESM d20 books, because I am sure as happened with the Tri-Stat system, GoO will evolve their take on the d20 game into something really fantastic!
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
BESM d20: Anime Role-Player’s Handbook is the long-awaited adaptation of Guardians of Order’s award-winning Big Eyes, Small Mouth. The deluxe limited edition is a 144-page full-color hardcover by Mark C. MacKinnon, with assistance from Matthew Keeley, Jeff Mackintosh, Alejandro Melchor, David L. Pulver, and Jesse Scoble. The dust-jacket art by Niko Geyer depicts a trio of fantasy anime characters (a wizard of some kind, a heavily-armored swordsman, and a crossbow wielder). Axel, Jason Chan, Lindsay Cibos, Niko Geyer, and Ben Overmyer contribute to the interior artwork. The deluxe limited edition of BESM d20 retails for $59.95. The hardcover edition is only $29.95, but lacks the foil-embossed cover with dust-jacket and the cloth bookmark. The cover-art is identical.

First Blood
I don’t consider myself a die-hard fan of anime. I mean, yeah, I’ve watched Record of Lodoss War and a few episodes of Cutey Honey, and I try to catch Yu-Gi-Oh every Saturday, but I’m not a regular patron of the genre. Thus, this is one of those books that I probably wouldn’t have purchased of my own volition. I’ve never even played the original Big Eyes, Small Mouth. (Yeah, yeah; my loss, I know). Still, I knew that it was out there, and in the back of my mind, I’ve often wondered what the fascination was. So naturally, when this one arrived in my post, I was intrigued.

BESM d20 opens with a brief introduction to anime, explaining the origins and genres. This is a great boon to anyone, like me, with only a passing interest in anime. Veterans likely won’t get much out of it, but for everyone else, it serves as a good primer. This is followed by the (almost obligatory) “What is a role-playing game?” section.

On the surface, BESM d20 will be familiar to anyone who has had experience with any other d20 game. It uses class and level, race, feats, skills, and hit points. Don’t grab those dice just yet, though! Here’s where things get just a little bit different.

Characters in BESM d20 are built on Character Points; the amount of Character Points a character has available is determined by character’s starting level. These points are then used to purchase the character’s Ability Scores, race, and Attributes. Disadvantages may be purchased to get more points.

Waitaminute! Does that mean that I have to “buy” a race? Well, yes and no. More specifically, it means that you must spend Character Points to purchase racial abilities. The stock races from Core Rulebook I are already broken down for you, so you can just pay the cost and drop it right into place, but you also have the option of creating a unique race based on the abilities you purchase. The default race in BESM d20 is, of course, human, which costs no points.

All of this begs the question, “What if I don’t like point-buy systems?” You’re in luck. The designers of BESM d20 have considered that and give you a few handy tips for generating characters the old-fashioned way. The game loses a little of the unique flavor this way and requires some tinkering, but it still works perfectly well.

BESM d20 introduces 15 new classes appropriate to the anime adventures. These are: adventurer, dynamic sorcerer, giant robot, gun bunny, hot rod, magical girl, martial artist, mecha pilot, ninja, pet monster trainer, samurai, sentai member, shapechanger, student, and tech genius. The classes are developed using a point-system just like the races are (but you can’t use your points to build a custom class; I suppose you could, with the GM’s permission, but that’s beyond the scope of the rules), so each is balanced in relation to the others.

Ah, but what if you want to use your standard D&D classes in an anime setting? Or how about some d20 Modern? Well, the good news is, it can be done. However, the core classes have undergone modification to bring them more into balance with the BESM d20 classes. In addition, the system utilized is fully explained, so that the GM can adapt any d20 System class to BESM d20. It should be noted that all of the classes are the 3.0 version, but Guardians of Order has hinted towards an update as a free download from their website.

In BESM d20, characters also purchase Attributes, representing exotic (and often unique) abilities like Elasticity or Pet Monster. Attributes differ from feats and class abilities in that they are purchased through Character Points and they have ranks. The higher a character’s rank with a particular Attribute, the more powerful that Attribute is. For example, consider two characters with the Aura of Command attribute; one at rank 1, the other at rank 4. The character with a rank of 1 can inspire a single person, while the character with a rank of 4 can inspire a medium team, between 11 and 50 people. Most Attributes are limited to rank 6 (a few go as high as 10), but with the GM’s permission, even these limitations can be surpassed.

Like any other d20 System character, characters in BESM d20 also gain skills and feats. These are not paid for through Character Points, but are instead gained in the same manner as outlined in Core Rulebook I. An interesting new element to the skill system, however, is the use of specializations. When a skill is purchased, the character may designate one specialization with the skill for free. Whenever the character makes a skill check dealing with the specialization, he gains a +1 bonus to the check.

Each skill is given several sample specializations, but it is possible to design others. For example, the specializations listed under Spot are Ambush, Movement, and Tailing. Some skills, such as Profession, require specializations. Each specialization is its own particular skill.

Characters also acquire feats in the usual manner (though feats can also be purchased through the use of Character Points, it seems; the rules are unclear on this point). However, the presence of Attributes makes many of the feats inherent to the d20 System far less useful (or even entirely useless), so the player should consider very carefully which feats he desires the character to have. Those feats that have been replaced are noted in a sidebar. On the plus side, BESM d20 adds about 20 or so new feats to the list, several of which may be adaptable to D&D or D20 Modern campaigns.

Defects are another new element unique to BESM d20. As the name implies, these are character flaws that may be applied either to the character (such as Blind Fury), or an Attribute (such as Unreliable Power). Those that are applied to the character usually make life more difficult in some manner (Blind Fury means that, when a specific condition is met to activate the defect, the character will attack any nearby person, friend or foe), while those applied to Attributes makes the Attribute tougher to utilize (Unreliable Power means that the character must make an ability check to activate the Attribute).

Certain other aspects of the game work slightly differently, as well. It is very difficult, for example, to kill a character in BESM d20. A character whose hit points are reduced below zero is merely unconscious. Not until the negative hit point total exceeds the character’s positive hit point total does death occur. Another significant change is that with each level gain, the character decides whether to apply their Base Attack Bonus gain (if any) for that level as a bonus to attacks (which is the default assumption) or to Armor Class (this decision may not be reversed later).

Furthermore, BESM d20 uses the optional Defense Roll variant rule from Core Rulebook II. Instead of assuming that an attack higher than the defender’s Armor Class hits, the defender gets to roll a d20 and add in all defensive variables to avoid the attack (by rolling higher than the attacker). This adds a level of unpredictability to combat. The way that armor works is more in line with the Star Wars d20 game system, in that it defends against damage, as opposed to adding to Armor Class.

Finally, every character has a number of energy points that represent, “the personal reserves and fortitude your character has at his or her disposal when carrying out difficult or spiritual tasks.” Normally, energy points are used to fuel certain Attributes, but they may also be used to temporarily increase ability scores or hit points. The GM may also permit energy points to be used for other things as well, but if your character ever runs out of energy points, he or she falls unconscious from sheer exhaustion.

Oh, wait, I forgot to mention Background Points! It’s pretty much universally accepted that GMs like for characters to have detailed backgrounds. We use them for plot hooks, maguffins, or just bathroom reading. BESM d20 is a game that actually rewards the players for coming up with a good background! The GM is encouraged to award 1-3 Background Points, depending on how extensive the background is, which can then be used to alter ability scores or Attributes!

Wealth seems to be much less of a concern in the anime universe, as there are no prices or DCs given for any of the weapons, armor, or other gear listed in the book. In fact, under the Personal Gear attribute, it specifically cites that characters do not to spend Character Points to acquire items that are legal, inexpensive, and mundane in the campaign setting. Since the Personal Gear attribute covers most common technology that is fairly expensive or hard to come by and the Item of Power attribute covers high-tech or magical items, what then, is the purpose of the Wealth attribute?

The weapons tables don’t exactly agree with those found in Core Rulebook I, but then, neither do a good many of the rules in BESM d20. Each weapon may have certain abilities or limitations, and firearms may be customized with certain goodies like silencers or speed loaders (minor items of Personal Gear that can be purchased through Character Points). BESM d20 also uses a very abstract system for weapon ranges, classifying a weapon as short range (30 feet), medium range (300 feet), or long range (one to five miles). Every weapon also lists the skill required to use it effectively. Armor is also a major or minor item of Personal Gear.

Vehicles may also be purchased through the use of Character Points (as a major item of Personal Gear), but also include a list price for the ‘stock’ model. Vehicles can be customized, but the cost is somewhat higher, requiring both a major or minor item of Personal Gear, plus rank in the appropriate Item of Power to fulfill the attribute granted by the super-technology.

The rules for breaking objects have changed slightly, to better represent the massive collateral damage that often occurs between powerful foes. Static objects (those that exist without working parts) have only an Armor Rating, which once exceeded, indicates that the object has been penetrated (though it maintains its structure) and whoever or whatever is behind it takes damage. Objects that suffer repeated damage, or suffer massive damage from a single attack, may be destroyed. Operational objects have both Armor Rating and hit points. For operational objects, the standard d20 System rules for damaging objects apply.

An interesting twist to the rules is the idea that using a melee weapon against an armored foe could result in weapon breakage. Items of Power (being a personal investment of the character’s Character Points), are much more difficult to break than ordinary objects. Because this is anime, it is also possible, though very difficult, to blow up entire moons and planets. These tend to have really good Armor Ratings, however, so it isn’t likely that your characters will be threatening whole worlds anytime soon. Still, it’s something to think about when the campaign begins to reach epic levels.

There are a several new combat options, including multiple attacks on a single attack roll, combined attacks, called shots, extra time spent aiming, and striking to wound or incapacitate. Aside from these options, combat works pretty much the same as in any other D20 System game, though characters can elect to lessen damage after the total damage caused is known, to avoid killing a foe, if desired. Optional rules include wound difficulty penalties, second wind, and shock value and critical injury. Mental combat works a little differently in BESM d20, with a character reduced to 0 hit points having their mind at the mercy of the opponent.

The final chapter in BESM d20 is all about creating campaigns and worlds. Here may be found advice to the GM on campaign design, genre, time period, and all the other essential elements of a good game. Though veteran GMs may consider this unnecessary, as someone only slightly familiar with anime, I found it almost as essential as the rest of the book. Several staples of anime are discussed here, elements that can really lend that “Japanimation” feel to your campaign.

Critical Hits
Kudos all around for the amount of Open Game Content included in BESM d20! Everything from this book that is Open Game Content can be found, free of charge, on the Guardians of Order website! Yes, that means that you can go to the site, get everything you need to play BESM d20, and never have to purchase the book. You’ll want to, of course, because without it you don’t get the fantastic artwork, the introduction to anime, or the chapter on campaign and adventure design, but you could enjoy this game without paying a single red cent.

Overall, I like this game. I like it so much that I’ve begun work on an anime campaign in which to use the rules. The possibilities that BESM d20 opens up are limitless, whether you want to run an anime-based campaign, or just add an anime feel to your existing campaign. This is one book that anime fans who are role-players don’t dare miss, and that the rest of us should seriously consider.

Now, did I mention that you’ll want to pick up this book for the artwork alone? Those of you who have read my review of the Star Wars Revised Core Rules may recall that I mentioned that it makes a great coffee-table book, that you set out for guests to read. Well, BESM d20 can sit right next to it. Not only is the layout nicely arranged, but the artwork is simply stunning.

Critical Misses
Feats are demonstrated as being obtained in the usual manner on the Level Dependent Benefits chart, but in the section under Feats, it is implied that feats cost 2 Character Points each. The same section, just one paragraph previously, also tells us to, “See the Player’s Handbook for the rules for acquiring feats.” While I assume this is an optional ruling, this could lead to some confusion as to whether or not feats are purchased, gained automatically, or both, and this should have been clarified.

The Background Points thing bites at me a little bit. Don’t get me wrong. I like for a character to have an extensive background, but this is almost like forcing a player to come up with a back story, and some players just don’t have the imagination (or the time) to do that. My wife is a fine example. She’s a good player, but she couldn’t come up with a background on the spur of the moment to save her life. Is it fair to penalize her because she lacks a talent for storytelling?

I’m still just not certain that I understand why anyone would take the Wealth attribute. It seems to be a waste of Character Points. Almost anything desired can be covered through Personal Gear or Item of Power, and wealth doesn’t seem to hold much meaning in the campaign anyway. Other than vehicles, no items or weapons are given prices of any sort, so it is my assumption that they can only be purchased by spending Character Points on the appropriate attribute. Thus, Wealth seems meaningless.

Now, let’s talk value for a moment. My copy is the limited edition, with the foil-embossed cover, the dust jacket, and the cloth bookmark. Lovely features all, but are they worth the $30 above and beyond the standard price? I don’t think so. Unless you’re looking for a collector’s piece to sit on your coffee table, I’d have to say that you should go ahead and buy the standard edition.

Coup de Grace
BESM d20 assumes a lot of changes from the standard d20 System game, but I think that most of the changes benefit the genre and make a BESM d20 campaign something fresh and exciting. Whether your players are hard-core anime fans, or they’re just getting jaded with exploring dark holes in the ground, BESM d20 might be just the thing to spark their interests and imaginations.

BESM d20 is very economical. For having only 144 pages, and being as thin as it is, it packs quite a bit of material. Top that off with an extensive index and a character sheet, and you’ve got a fine product that any role-player would be proud to own.

Its versatility makes this worth every penny for the standard edition, because quite a bit of what is in here can, with minimal adjustment, benefit other campaigns. BESM d20 pulls top marks in the originality and playability categories, as it is not only well put together, but also the first anime d20 game I’ve seen. I have to mark it down slightly in the d20 Compliance category, as it alters many of the standard d20 System rules, but I want to add that it does so to good effect. As previously noted, the Open Gaming Content is quite healthy, with only the graphic elements, storylines, non-mechanical bits being designated as intellectual property.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

I'd like to note that the 'Anime SRD' is available from the Guardians of Order site at http://www.guardiansorder.com/d20/animed20_srd/ - you might want to check this out before you buy.

When I did, I found that many of their assumptions about point cost and balance were...dubious, to say the least.
 

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