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==Why Exodus Sucks== * Piecemeal character creation. Like [[d20 Modern]], ''Exodus'' tries to depart from the classic D&D class system by splitting the classes into class, background, and occupation. "Class" is a blatant misnomer, since it only decides if you'll be a fighter or a skill monkey. Background and occupation are where you'll get proficiencies, bonus feats and class skills, resulting in characters that either have nonsensical backstories or a very narrow set of non-overlapping skills. Character creation also takes about twice as long as it should for a non-magical setting, since no effort was made to keep these all in the same place. * No proofreading. The sourcebooks are full of typos and inconsistencies, and at least once references "the computer series", showing that minimal effort was put into hiding the ''Fallout'' plagiarism. * All the races suck. Unless you're a mindless berserker, there's no reason to play anything except for human. Ghouls are useless in combat, mutants can't shoot anything smaller than a hunting rifle, and symbiotic mutants have to trade their ability score modifiers for basic utility. And as if that weren't enough... * Racial experience curves. Apparently someone decided that [[Kobold|ghouls]] were overpowered, so they gain levels 10% more slowly than humans. Super mutants get it worse; by the time a mutant is halfway to level 17, a human has already reached level 20. This ensures that the party never levels up all at once (oh who are we kidding, you're going to be a human anyway). * Feats out the yin-yang. All races start with two feats, you get a feat every three levels by default, and you get a bonus feat every even level from class. Unless you're a ghoul, of course, in which case you gain feats more slowly. Of course, this might be because of... * Feat requirements for simple stuff. Unless you take an exotic weapon proficiency for every new type of weapon, you'll be stuck shooting pistols and rifles the whole game. Big guns and energy weapons each require a feat, and ''big energy weapons require two''. * [[Magical Realm|Skeevy as shit mechanics]]. While it's always been possible to, for example, [[Rape|use a sleep spell as a magical roofie]], [[FATAL|few]] RPGs would actually suggest doing so. Not ''Exodus''. It openly admits that cattleprods are effective date-rape drugs, and they're cheaply and widely available. The second that [[Neckbeard|mouth-breather]] in your party buys one, shoot him and run away. * Crippling drug effects. Unlike in the CRPG series, where drugs had huge benefits with only minimal risk of addiction, drugs in ''Exodus'' cause ability damage that takes days or ''weeks'' to wear off, and have a minimum 10% addiction rate. You could reasonably [[Metal Gear|smoke yourself to death]] from one bad save.
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