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The Slayers: d20 System Role Playing Game

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Title: The Slayers: d20 System Role Playing Game
by Michelle Lyons, David Lyons, Anthony Ragan, Jeff Mackintosh, Christopher Haynes, Mark C. MacKinnon, Karen A. McLarney, Richard Spainhour, Adam Jury, Tara Labus
ISBN: 1-894525-85-X
Publisher: Guardians of Order
Pub. Date: 01 April, 2004
Format: Hardcover
Volumes: 1
List Price(USD): $39.95
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Average Customer Rating: 2.33 (3 reviews)

Customer Reviews

Rating: 1
Summary: Do they even know what they're doing?
Comment: I picked this up at a local bookstore, since I'm a fan of the entire Slayers franchise. However, as I looked through, half of the book was very basic character summaries, and only a fraction of the rest had anything to do with game mechanics. Also, what they 'did' have looked like the author barely watched the show, and went with cliffnotes.

The spellcasting method shows some promise, but needs to be severly altered to work as well as it should. Magical items are severely underpowered (the Sword of Light is a Major Artifact that generates a blade made of pure Force, not a Brilliant Energy Weapon)

My suggestion, if you want to use Slayers in a D20 environment, watch the show, and write the thing yourself.

Rating: 2
Summary: Without Research
Comment: Okay, it's an interesting game source, but honestly, I could have written the thing better myself. My major concern is that there's absolutely no research in the book beyond just watching the damned show: apparently they missed the movie, because they think elves aren't a character race. And dwarves obviously exist, despite that they don't allow THOSE as a character race either.

It's nice to have stats for all the Slayers characters, but these stats are BS. Look: The Slayers characters are epic. Instead of trying to restructure the system so Amelia's 17th level and Lina's only 19th, they should have just worked with the epic system.

Rating: 4
Summary: Very nifty for the Slayers fan
Comment: The Slayers d20 book does exactly what it promises to do -- deliver Slayers (the TV series: Slayers, Slayers Next and Slayers Try) as a d20 RPG. Note that due to an almost entirely non-compatible spellcasting system, the bulk of this material can't be brought into a standard D&D game. (That's not to say the spellcasting system is bad -- it looks really nifty -- but rather to observe that if you're buying pre-packaged adventures to GM, this just won't work very well.) The book shines on tying the series to a campaign, races, templates, classes and many creatures. The best part of the book is the addition of all-new psychological warfare skills, feats, and rules -- and these can be integrated with a standard D&D campaign. The weakest parts of the book are the actual spells (many of them just dish out damage in a surprisingly conventional way), magic items (we didn't really need many new magic items anyway), and Mazoku powers (they also just dish out damage in a surprisingly conventional way). Missing from the book would be a pull-out map of the Slayers world (we've seen it in Slayers: Try) like WotC books have for the Forgotten Realms and Oriental Adventures campaign settings. There are some lovely glossies in the middle of the book, but it's just not a replacement.

If you're a Slayers fan rolling your own campaign, this is probably a 5-star kind of book. I'm a Slayers fan extensively modding a campaign, so this is a 4-star kind of book.

Also be warned that the initial printing of this book seems to have been a bit mauled at the printer -- but by the time Amazon expects to ship, they should definitely have that fixed up.

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