Judge Dredd
Overall score: 





Judge Dredd is, naturally, a d20 game, and so you already know the basics of the mechanics. There are relatively few changes, though they did have to write quite a bit out about firearms, since these, naturally, aren't well covered in a game about wizards and clerics. As far as it goes, these rules are pretty well structured. Really you can jump right in and make characters and go.
And maybe that's also my problem. In a game with relatively few rules innovations it seems that what you've got left are classes, equipment, and setting. While there is quite a bit about equipment, the classes seem weak and the setting partially and ill-explained. This last part, I suppose, isn't as big a problem. Most people are going to play Judge Dredd because they know and love the comics (hopefully, not many are flocking to anything because of the movie), and therefore most of the setting is already clear. There is a quick run-down of material that goes on for several pages, but it doesn't really bring in the feel and one wonders why there's so little opportunity for extra-MC1 gaming.
That's probably a licensing problem when it comes down to it. You can't make a lot of changes and get accused of all sorts of crimes against humanity if you dare alter the focus of a licensed property like this. Which is too bad, really, because there are so many good possibilities for talking-ape gaming or playing in the wastelands or in other cities. There's some information there. So using the book you can play with these options, but it's just not as well supported.
Equipment lists are pretty well done. They've done a pretty good job pulling out most of the gear they could find in Judge Dredd comics and making it available for play. This is very useful just to have, though it doesn't make for exciting reading. The focus, naturally, is on equipment normally issued to judges, your Lawmaster and Lawgivers are here, my friends. Use them well.
One weak spot is your beginning classes. You get three to choose from: Street Judge, Psi-Judge, and your citizen. These classes are not balanced. And if you're being true to the setting, it's very difficult to work in PCs that are a mix of judge and citizen. Largely, that's a problem of citizen restrictions, but anything that's a challenge to judges at low levels is going to crush citizens as well. This presents some very unexciting possibilities, for while there are several dozen potential backgrounds for citizens, none of them are all that distinct or present very usable skills or bonuses.
Later, when you can start getting into prestige classes, however, things get a little more interesting. For one things, there are many, many prestige classes to choose from. The rule book claims that this changes the balance issues to that citizens are actually better in the upper level (the thought being that citizens will be crooks, since they can't really do anything as normal people in the setting) because of their equipment access. There are also a good number of class abilities that come into play. However, I'm not convinced that the balance does shift. Judge prestige classes also have their share of class abilities and their starting equipment is pretty impressive even for later levels. Given that and their greater ability to call on help means that citizens and Judges are probably on a more equal standing, but citizens are hardly more impressive, even calling into account their access to black market goods.
Psi-powers get a fairly hasty treatment. A number of powers are listed, but adjucation for prophecy and foresight is hardly addressed. It is, however, clear what psi-powered characters can do.
The book itself is heavily illustrated by selections from the comic books. This is primarily black and white, but there are a few paintings of Judge Dredd characters and a solid world map in full color. The cover is tacky looking, but no more so than many d20 hardcovers.
Organization fails at a couple points however. To be clear on what judges get you need to look three different places. And I'll never understand why prestige classes can't simply be grouped with the normal classes in these d20 books. The setting info in particular breaks down. Frequent use of slang and terminology from the comics appears and not all of it is defined, despite a glossary at the back of the book. Some things simply must be assumed.
On the whole, it's a pretty handy reference. You get some new equipment and character classes. Unfortunately, these are not very portable, so if you don't want to play in Mega City One or your own variation of it, this won't be a good buy. However, the rules are complete, if not terribly exciting to read, and it makes for a fun setting if you know it.
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Written by SaintEhlers on July 26th, 2004

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