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General RPG Rules Discussion[WAS CALLED "Pathfinder/OGL/D20 GAMES"] Discuss the rules of Pathfinder, d20 Modern and any other game except D&D, such as Arcana Evolved, Mutants & Masterminds, Star Wars Saga, and the like.
As you may have heard, The Imperial Age is getting the standalone OGL treatment for December. We're currently editing it all together now.
The Imperial Age RPG will be a combination of the Modern SRD and The Imperial Age product line. The book will contain all of the IA products to date with the exception of British India (I can't justify putting that in the book without Africa and the Far East) and Hell Hath No Fury. In addition, we're adding some Open Game Content from other sources as well as some new material.
That said I'm considering a few things and would like your input. Here are my questions:
1. There's been a trend in OGL games to condense the skill list a bit. Would you prefer to see similar skills folded together, or keep the Modern "classic list?" (obviously, certain skills, like Computer Use, will be left out regardless).
2. OGL characters have lots of feats, talents, and class features, but no flaws other than the potential of low ability scores. Would you like to see a Drawback/Flaw system?
3. Are there any advanced classes that you'd like to see? I've added a few, but I'd like to know what you felt was missing from your OGL games.
4. Is there anything else that you have a burning desire to see?
5. Is there anything I should leave out?
Thanks for your input!
Walt Ciechanowski
Imperial Age Line Developer
Adamant Entertainment
I already have most of the IA releases, but look forward to a complete stand alone treatment. I'd really like a Savage Worlds treatment like Thrilling Tales is getting, but failing that, my opinion on your questions is
Yes, I would like a condensed skill list
Flaws/drawbacks isn't high on my wish list, but could be interesting
At the moment, I can't think of any advanced classes to add
What I have a burning desire to see isn't appropriate for a core book, but I'd like to see optional material to help simulate Space 1889.
Just my $0.02, since you asked
__________________ "No, no thats not how you uphold the law...You gotta get 'em in the head, they go down quicker." -Officer Barbrady
As you may have heard, The Imperial Age is getting the standalone OGL treatment for December. We're currently editing it all together now.
The Imperial Age RPG will be a combination of the Modern SRD and The Imperial Age product line. The book will contain all of the IA products to date with the exception of British India (I can't justify putting that in the book without Africa and the Far East) and Hell Hath No Fury. In addition, we're adding some Open Game Content from other sources as well as some new material.
That said I'm considering a few things and would like your input. Here are my questions:
1. There's been a trend in OGL games to condense the skill list a bit. Would you prefer to see similar skills folded together, or keep the Modern "classic list?" (obviously, certain skills, like Computer Use, will be left out regardless).
2. OGL characters have lots of feats, talents, and class features, but no flaws other than the potential of low ability scores. Would you like to see a Drawback/Flaw system?
3. Are there any advanced classes that you'd like to see? I've added a few, but I'd like to know what you felt was missing from your OGL games.
4. Is there anything else that you have a burning desire to see?
5. Is there anything I should leave out?
Thanks for your input!
Walt Ciechanowski
Imperial Age Line Developer
Adamant Entertainment
I have most of the line as well but I am not currently playing in the setting.
1 No preference. There is a value to compatibility with the OGL standards for mixing in stuff from Etherscope, Forbidden Kingdoms, d20 Adventure!, Masque of the Red Death, or d20 Past, but I also feel a lot of consolidation for perception and stealth type skills is a good idea. Either way I consider it easy to change and tailor to taste so not a big deal.
2 If you do I'd go with the system in Adamant's d20 Master line product on Drawbacks where they give you 4 extra skill points instead of a feat. I much prefer this version of character reward instead of a feat.
Most drawbacks are roleplay oriented or are mechanical impacts that can be worked around by character concept and focus (e.g. weaker melee abilities for archer or caster type characters). Feats are generally power abilities while skills are more designed towards character background competency rather than straight combat power.
Looking forward to this. I'd definately compress some skills, its something we've felt a necessity for Etherscope and got ready for our next product. Flaws could be interesting, we found virtues/vices worked well for D20. I'd also like to see something for scientific romance, mostly because Etherscope doesn't do it, I've no excuse to write it and I know you'd do a bang up job. Good luck with this, look forward to seeing the final product.
Great news! I'm glad I held off buying the pdfs until they were bundled, but a book is even better. Is the London supplement going to be added too? If not, I'll go ahead and buy London and India from rpgnow.
Also, when you say you didn't want to include India because it wouldn't be right without including Africa and the Far East, does that mean you're planning pdfs of those too? Because that would be beyond awesome.
1. Currently, we plan to include London. It all depends on what our final page count looks like.
2. If we do a drawbacks/flaws system, it will be based on the Character Drawbacks product (assuming I can get the guy that wrote it on board ;-) ).
3. If we condense skills, it will be designed for easy reverse-engineering (the big three would be Acrobatics (balance/tumble), Perception (listen/spot), and Stealth (hide/move silently)).
Walt
P.S. I should note that we've been considering abandoning the current cross-class skill system and either go with the Pathfinder (+3) system or one that I've seen here on the boards, where cross-class rank limits remain but the cost per rank is the same for class skills.
One interesting benefit of the +3 system is that you can get into any advanced class at the same time, no matter what selection of basic classes you take.
1. There's been a trend in OGL games to condense the skill list a bit. Would you prefer to see similar skills folded together, or keep the Modern "classic list?" (obviously, certain skills, like Computer Use, will be left out regardless).
I'm probably in the minority, but I think this trend goes too far. I don't care for Notice, for example, as Listen and Spot are two very different things I prefer to keep separate.
Quote:
Originally Posted by Walt C
2. OGL characters have lots of feats, talents, and class features, but no flaws other than the potential of low ability scores. Would you like to see a Drawback/Flaw system?
Not a bad idea. I've used a flaw/drawback system for some time now in my d20 Modern games: The Book of Drawbacks and Distinctions Modern. That PDF is one of my favorite, most used, must-haves for d20 Modern. Much like Adamant's Hot Pursuit.
Quote:
Originally Posted by Walt C
3. Are there any advanced classes that you'd like to see? I've added a few, but I'd like to know what you felt was missing from your OGL games.
Perhaps you might consider adding some from the Thrilling Tales line that "cross over", like Big Game Hunter and Cowboy.
1. Currently, we decided to leave skills as-is. We did remove Computer Use, but it was replaced with Fantastic Science (I'll go over it again to make sure that it adequately covers analytical engines).
2. Drawbacks in some form are on the table.
3. Re: TT classes; the Boxer is already a part of Fisticuffs & Swordplay. I've also adapted the Big Game Hunter and the Fortune Hunter. Cowboy Hero is on the fence.
If we condense skills, it will be designed for easy reverse-engineering (the big three would be Acrobatics (balance/tumble), Perception (listen/spot), and Stealth (hide/move silently)).
I'm a big proponent of condensing the skill list. In addition to these changes, I'd rework Drive and Pilot to include vehicle types, so that the skills work like Perform with its various performance types. This will reduce the need for some of the vehicle feats, like Surface Vehicle Operation, and will allow for more flexible characters (i.e. no more having to wait two levels in order to take a vehicle feat).
I'd also increase the ways that Action Points can be used. SW Saga and the Buffy RPG have good examples for additional uses.
I also like the suggestion, discussed in another recent thread, of doing away with the increased cost for Cross Class Skills but keeping the limit for Skill Ranks.
We're trucking along just fine. We're still on target for release in December.
A few changes were implemented. Among them:
1. The Wealth system. While characters still have a Wealth bonus, their bonus is converted into British currency for purchasing items and aquiring cash during adventures.
2. Psionics have been replaced with the psychic system from The Psychic's Handbook by Green Ronin. For me, this is coming full circle, as I'd originally considered these rules for the Alienist. This means, of course, that the Alienist gets a facelift.
3. There are new magickal and psychical advanced classes.
4. Adamant's Hot Pursuit, Foe Factory: Modern, and Character Drawbacks are being incorporated.
Those are the big ones off the top of my head. We've been working our tails off to make this the biggest and best Imperial Age product yet!
Walt Ciechanowski
Imperial Age Line Developer
Adamant Entertainment
We're still looking at a December release. Those of you that have seen my other thread know that we had to make some hard decisions in order to keep the game from being the size of a phone book.
Amongst the latest changes/updates:
1. London and the Gentleman Scientist were cut out of the book. Hot Pursuit is on the fence (there are, however, full rules for vehicles).
2. A few edits were made to Magick and Grimoire. The biggest cut was the SRD spell list. We've selected a small assortment for the book, but it was a page count hog as-is. The Druid and two prestige classes: the Alchemist and Tarot Oracle.
3. The psychic chapter is finished, with five advanced classes: Alienist, Faith Healer, Fortune Teller, Medium, and Stage Magician.
4. Engines is still on the fence; we're debating leaving it in or taking it out and incorporating it into a larger "steampunk" supplement. If it does get cut, chances are the spell list will go back in.
These changes, as with everything else, are subject to change once everything is finally edited and prepped for layout. I'm working on the last major section now (equipment).
Thanks for your support!
Walt Ciechanowski
Imperial Age Line Developer
Adamant Entertainment