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<blockquote data-quote="perrinmiller" data-source="post: 6769121" data-attributes="member: 88649"><p>Under these rules there are no bonus spells from a Trait. Yes, I was referring to special features for his vehicle, treating them like Special Powers for a Character since he was looking to have a tricked out vehicle. See below for how the Spell Book would work.</p><p></p><p>[sblock=Spellbooks]Store Spells in Spellbook (Req: Magic & Spellcraft) (d20)</p><p>* Contains all Cantrips</p><p>* Contains 3 Level 1 Spells: __, __ & __</p><p>* Add 1 additional Spell per XP invested. Spells can be only levels available from spell casting slots. (i.e. d10 = add 7 spells)[/sblock]</p><p></p><p>Re: Additional Attacks, I am wondering where this coming from in explanation. If it is Two-Weapon fighting skill, Rapid Shot Feat, etc… then it is specific situation.</p><p></p><p>If it would just be second attack due to what would be BAB, then I would say it is not allowed yet since we are shooting for roughly Levels 3-4 in D20 Modern and second attacks from BAB typically come much later in the game around levels 6-8 depending on classes.</p><p></p><p>Re: Rules:</p><p>Originally I was looking at a homebrew conversion of d20 rules to a really lite system (The Window) to make things simple and focus on the role-playing over mechanics. I have a few games already using them on other sites that work well.</p><p></p><p>However, trying to explain everything and getting folks on board comes with some challenges. And the conversions might feel complicated to new folks.</p><p></p><p>I am rethinking this after exploring some alternate rule sets. Have any of you all ever tried Savage Worlds? I have been looking through things and I like what I have read so far. It might a happy medium, some similarities to d20, but streamlined and it has a bit more tested structure than my homebrew stuff. It is designed to be genre generic like The Window, but they also have setting specific supplements too. There are quick starter rules available for free as well, since they don’t have an SRD or OGL.</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 6769121, member: 88649"] Under these rules there are no bonus spells from a Trait. Yes, I was referring to special features for his vehicle, treating them like Special Powers for a Character since he was looking to have a tricked out vehicle. See below for how the Spell Book would work. [sblock=Spellbooks]Store Spells in Spellbook (Req: Magic & Spellcraft) (d20) * Contains all Cantrips * Contains 3 Level 1 Spells: __, __ & __ * Add 1 additional Spell per XP invested. Spells can be only levels available from spell casting slots. (i.e. d10 = add 7 spells)[/sblock] Re: Additional Attacks, I am wondering where this coming from in explanation. If it is Two-Weapon fighting skill, Rapid Shot Feat, etc… then it is specific situation. If it would just be second attack due to what would be BAB, then I would say it is not allowed yet since we are shooting for roughly Levels 3-4 in D20 Modern and second attacks from BAB typically come much later in the game around levels 6-8 depending on classes. Re: Rules: Originally I was looking at a homebrew conversion of d20 rules to a really lite system (The Window) to make things simple and focus on the role-playing over mechanics. I have a few games already using them on other sites that work well. However, trying to explain everything and getting folks on board comes with some challenges. And the conversions might feel complicated to new folks. I am rethinking this after exploring some alternate rule sets. Have any of you all ever tried Savage Worlds? I have been looking through things and I like what I have read so far. It might a happy medium, some similarities to d20, but streamlined and it has a bit more tested structure than my homebrew stuff. It is designed to be genre generic like The Window, but they also have setting specific supplements too. There are quick starter rules available for free as well, since they don’t have an SRD or OGL. [/QUOTE]
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