My Synnibarr page

2005-02-27


EVEN GREATER NEWS!!! I'm developing D20 Synnibarr!

GREAT NEWS!!! Losgames.Com is publishing Synnibarr again (as well as many other games)!

I am playing a Living Greyhawk campaign with the World of Synnibarr rules - the coolest and the best roleplaying game rules ever! What's even better, I managed to roll an Immortal born character. See Amako's 1st level stats for yourself, she really rocks! I feel pity for those lamers who play D&D. This is sooooo much cooler.

Linx


D&D sucks, Synnibarr rocks!

(An article I posted to news.)

Now that we've started playing Living Greyhawk campaign with Synnibarr rules, I feel pity on lame D&D chars who absolutely suck at 1st level. My immortal born (mother is Shell the goddes of Luck) mutant/alchemist is just 1st level, but she really rocks! For example: Eternal Sustenance allows her to survive anywhere from vacuum to the bottom of sea, from absolute zero to around 500 degrees temperatures. She also has Minormorph so she can grow wings, claws, poison bite, anything - one mutation stays until she changes to another one more convenient to situation. She got the mutation which gives another 10th of damage protection, so now all damage is divided by 100 - before she uses some of her other powers to boost damage protection more.

Night Lightning mutation really rocks. She can transform herself to black lightning, which makes her immune to all physical and energy attacks, and allows her to fly at light speed. She can also blast monsters and walls with this form. And she can fire bolts of electricity. Also she is Hyper Kinetic, gives 1,000 mph running speed - during which she gets two more 10th's dp - so while she runs, all damage is divided by 10,000! :)

I also like Starbolt a lot - as an immortal born she has lots of con points to spare, and can boost her Starbolts nicely. Ball Lightning can do 100,000 LPD, however it's more random. Alchemists also have a nice bag of holding -like thing to start with, so no need to carry stuff around (although with 10,400 pounds weight limit, it's mostly cosmetic :). She also had $4,000 extra cash to start with and has 20% discount on all equipment.

By the way, it's much easier to make characters in Synnibarr than in D&D. First, there are much less you need to do. In D&D, you got to select from hundreds of stupid skills which have almost no game effect at all. In D&D you also have to go through many different books, to select magic items for example, while in Synnibarr everything is strictly in one book - with more material than a dozen D&D books.

Can your lame monk in D&D long jump 146 feet? My 1st level character can. Her high jump is 73', she climbs 10 miles per hour, swims 15 miles per hour, runs 92 mph - without using her special powers. If we convert this to D&D's lame move rate (an obscure number by the way), it would be 200.

She attacks three times per set - that is, 3 attacks per 15 seconds. In case she doesn't want to use her Hyper Kinetic power to increase it to ten attacks per set. Lame D&D 1st ed. character is a snail compared to her. Remember also that her strength damage adjustment is ×60.

SHe has a 64% dodge and 48% beam attack dodge, so most attacks won't even hit her. She'll very probably survive to demigod levels. Live and let (weaker PCs) die, although she has Green aura so she might have Bad Karma if she does evil without a reason. (Only munchkins choose Violet aura which allows you to do about anything.)

Her alchemical studies include so many powers that I don't even yet know what they all do. Should study, though, as the official rule is, that players are not allowed to see rulebook during play. I think this is an excellent rule! Gameplay goes smoothly when there's no rulebook shuffling and rules arguments all the time. D&D players should also try this - or better yet, D&D players should change to Synnibarr. It's so much better that I almost pity all D&D fanatics (but only almost :).

Another rule that rocks: after each session, players are allowed to read the adventure. If Fate (e.g. DM) didn't follow the adventure as written, PCs stats and situation is either resetted to what it was before the adventure, or everyone gets double Gaming Points (e.g. experience). This is great since Fate won't be able to get "revenge" for any slights by making up things in the middle of game. In D&D, DM often gets furious because players succeed too well, and makes up more encounters, traps and other crap without any reason. In Synnibarr, things are much better under control.

So, in conclusion: D&D sucks and Synnibarr rocks. Everyone should buy Synnibarr now and switch to that. It's perfect for fantasy roleplaying, but it also includes high tech and all - you don't need to buy many expensive gamebooks like you have with D&D!

Stupid D&D lamer linx

Lots of fake "reviews" of Synnibarr are around. These are all written by D&D lamers who hate the fact that their game is so much below Synnibarr. None of these "critics" have even played Synnibarr!


(Mr. Niilo Paasivirta)