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Unity RPG Core Rulebook
by Chris C. [Verified Purchaser] Date Added: 08/31/2018 03:08:39

The Art is amazing. The class system is pretty great. The world is a bit different.

My advice: Buy it and support it!



Rating:
[5 of 5 Stars!]
Unity RPG Core Rulebook
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Unity RPG Core Rulebook
by Dan M. [Verified Purchaser] Date Added: 08/27/2018 00:10:31

Unity is a high fantasy table-top role-playing game that utilizes a system of rolling dice using 2d10s to determine actions in the game rather than the traditional 1d20 systems. The main benefit of rolling 2d10s is that results are generally more consistent than rolling 1d20, while allowing game masters and players to experience the occasional rousing success or dreadful failure. As a Kickstarter backer, I've had this book in various stages of production and have played with my group using this system for 6+ months.

I found the character creation process to be painless; you develop your character's core concepts (the book has helpful questions to get you started), choose race/class, distribute attributes, etc., but the most interesting facet of character creation I found was the concept of "Core Paths". Rather than select from a list of pre-determined backgrounds (the book does provide some example Core Paths), you are free to develop your own Core Paths for use in certain non-combat situations that provide additional bonuses to rolls as well as enrich storytelling by linking your actions to your character's past. I really enjoy how this system encourages you to think about your character as a person with history before they become an adventurer rather than a pile of mechanics for the player. New Core Paths can develop through gameplay sessions as well which makes the character development memorable to everyone who was there to witness their growth. As a side note, I appreciate that the 1 page character sheet can fit a complete character.

For the various classes, you can choose between impactful combat powers that generally cost X number of a class's resource. You are able to recharge class resources by resting or by rolling doubles on 2d10s in combat (two 1's, two 2's, etc.). As your character levels up, you can either pick new powers or you can choose to upgrade an existing power that often improves that power in meaningful ways or opens up new tactical options. What I really appreciate is that most of the powers still have some sort of effect even if you miss, which reduces the frustration of not getting anything for spending your resources and using your powers. Unlike most systems where you are focused on picking or upgrading powers that are beneficial for only your character, you are encouraged to coordinate with the other players to choose powers that can combine to create potentially devastating results for your foes (combat is generally side initiative where all characters can strategize and act together in a round). As a side effect, I've really noticed in our group that players are more engaged as we plan our rounds to make our actions as impactful as possible rather than sitting around waiting for their turn.

As mentioned before, in the core rules the main resolution mechanic is generally 2d10 + attribute + any other bonuses versus a target number set by the GM or the combat stat of the foe. Rather than the players rolling for their characters and the GM rolling for everything else, the dice rolling is pushed completely to the players while freeing up the GM to focus on other aspects of the adventure. This creates an interesting tension for the players where they want to roll well for themselves, but poorly for their foes. However, if you're a GM that prefers rolling dice, there are alternative rules that support that playstyle. Our group ended up adopting a blend of player rolling and GM rolling that we're very happy with. There are two mechanics in the core rules that I find really interesting: Spark Points and Ruin. Spark Points are a pool of resources for the players that are generated through vividly describing their character's actions and are used to add "Benefit" to a roll (roll 3d10 and discharge the lowest) once enough Spark Points are acquired for a Moment of Glory. Ruin is a resource for the GM that is passively generated over time and actively through player action and bargaining and is used to power some nasty monster abilities and also complicate the character's lives in a myriad of ways.

I haven't even begun to scratch the surface in describing all the great aspects in this game in this review (the lore of the world and all its interesting adventure hooks, the 4 playable races, the various factions, the specifics of the 9 classes, the titan rigs, etc.). You just get so much value out of the book because it contains everything you really need to run your game or to just enjoy some great reading. As the other reviewer (David L) has mentioned, Zensara Studios has greatly improved this game since the beginning of their Kickstarter and I would love to see this book become successful so we can see more from them. If this review or any other review has you interested even a little, I would highly encourage you to take a look at the free sampler if you haven't already to see if this game is for you. As for me and my group, this is the system we will be playing for the foreseeable future and I would heartily recommend this game to anyone new to the hobby (the rules are easy enough to understand for beginners) or anyone looking for an interesting high-fantasy setting with highly refined role-playing systems.



Rating:
[5 of 5 Stars!]
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Unity RPG Core Rulebook
by David L. [Verified Purchaser] Date Added: 08/22/2018 15:24:21

I've been playing table-top role-playing games for years, and right now Unity is my favorite system showcasing some of the best elements of the current generation of TTRPGs such as the streamlining and refinement that have come from really analyzing what came before and trying to capture the best while improving the rest. Most of my experience has been with d20 systems, Unity is my first 2d10 system and I find the curve of results that generates to bring some refreshing predicitability for both players and Game Masters to plan around while still allowing the occassional sensational success or failure.

The mechanics are definitely designed toward heroic or otherwise impressive player characters. You may have stats that make you feel like just another person in the world, and I particularly like the 10 level cap and fact that stats don't go up every level so as impressive as max level characters are they can still be mildly threatened by swarms of their earliest enemies while first level characters can encounter high level enemies and at least have a chance of living long enough to get away. The powers are what really make each player character feel special though, and with the party all taking their turn at the same time some of the combos a thoughtful group can pull off are truly exciting to strive toward without having to worry about wasting a fast character's good initiative just to get things set up first.

Unity's approach to making it exciting for the party to work together seems very effective in terms of minimizing player-versus-player (which I have never personally enjoyed, and have seen a couple campaigns ruined by in other systems) conflict not by forbidding it, but by making it more fun and exciting to work together. The concept of Core Paths instead of skills is also fun for really getting to tell a story about what your individual character is good at and why instead of being constrained by what your class or species is even capable of being good at. In general the simplified mechanics lend themselves well to individual explanations of, for example, what a "heavy ranged weapon" means for your character from a longbow to a rifle or maybe something even more exotic.

Running the game, I notice that by default Unity pushes most of the dice rolling out to the players--which for me was of great benefit to keep the game moving and me focused without having any player go too long without my personal attention. One of my players observed that it was less ominous to be rolling herself for some things instead of me sitting behind a screen rolling for long periods before a result was had, but that was more of a difference than a detriment.

My final note is that I backed this game on Kickstarter and have been able to witness its evolution from that early stage. The transparency and attentiveness of Zensara Studios has been one of my favorite things about Unity and where the game is today is far better than where it was at the start of their Kickstarter as a result of their hard work and listening to their players. Given the progression of just this core book, I am eager to see more from Zensara Studios and Unity.



Rating:
[5 of 5 Stars!]
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Unity Free Sampler
by Michael J. [Verified Purchaser] Date Added: 09/30/2016 18:50:47

Well, the artwork is marvelous. the arragement of the pages well done. Everything looks professional and first class. Except for one thing. The words are printed so small that you have to raise the adobe reader to two or three times what you normally would. Not a big problem if you are reading an electronic version, though you may have to move the page about to continue reading when one of those marvelous pictures gets in the way. But you can't raise the print size on the pages of a print book.



Rating:
[3 of 5 Stars!]
Unity Free Sampler
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Unity Free Sampler
by Matías C. [Verified Purchaser] Date Added: 07/16/2016 08:09:15

Very cool looking game and the peview shows it. Glad I'm supporting this on Kickstarter at the moment: https://www.kickstarter.com/projects/215931791/unity-tabletop-rpg



Rating:
[5 of 5 Stars!]
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Unity Free Sampler
by Marcelino S. [Verified Purchaser] Date Added: 07/02/2016 08:49:30

HOLY HELL! I am impressed. From the sample alone I have fallen in love. This is just my first impressions I will write something more indepth but I'm in love!



Rating:
[5 of 5 Stars!]
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