I want to build a set of fantasy appropriate characters including types from SC2.0. I'd say to just add them to D&D, but that wouldn't mix well.
My reasoning is that D&D has some pretty wide open holes, primarily because of it's focus on combat pretty much to the exclusion of all else. The Feats are by far aligned to combat or the generic +2 to two skills. Classes are pretty much combat.
I mean, what would you be if you wanted to be a socialite or a scholar? A rogue, Bard or Wizard comes to mind. two of those have attached magic expectations and the Rogue has all sorts of combat expectations.
I'm pretty sure you just need to extract the gear benefits and choose something else to replace the Tech abilities (either a magic alternative or something else).
Books not here, so I'm not making specific notes of changes. I'll do that today or tomorrow:
* Wheelman: Definately need to change some of the techie vehicle bonuses, but most can be substituted for animals.
* Soldier: I see these as straight up Fighters of a more generic sort. Something would have to be done with the feats to make guns feats into a more archery theme.
* Intruder: Pretty much what one might envision a rogue as. I'm not sure how techie their skills/abilities get.
* Scout:This is a ranger type. Not a straight up combat mogul, but great ambushing/combat possibilities.
* Faceman:I think this class is pretty much 100% fantasy appropriate. I'll have to look into that.
Well, there are more classes, but I need to get the book. The problem with GMing Spycraft is that GMs use a different system for NPCs...well that's better for speed and ease of use, but it means I don't know the classes as well as I would in another d20 game.
I'm thinking if you made magic Feat Based, you could spice up some characters a bit and easily work some magic into existing classes. Not sure how that would work. I can see True20 as an example of a looser sort of magic.
My reasoning is that D&D has some pretty wide open holes, primarily because of it's focus on combat pretty much to the exclusion of all else. The Feats are by far aligned to combat or the generic +2 to two skills. Classes are pretty much combat.
I mean, what would you be if you wanted to be a socialite or a scholar? A rogue, Bard or Wizard comes to mind. two of those have attached magic expectations and the Rogue has all sorts of combat expectations.
I'm pretty sure you just need to extract the gear benefits and choose something else to replace the Tech abilities (either a magic alternative or something else).
Books not here, so I'm not making specific notes of changes. I'll do that today or tomorrow:
* Wheelman: Definately need to change some of the techie vehicle bonuses, but most can be substituted for animals.
* Soldier: I see these as straight up Fighters of a more generic sort. Something would have to be done with the feats to make guns feats into a more archery theme.
* Intruder: Pretty much what one might envision a rogue as. I'm not sure how techie their skills/abilities get.
* Scout:This is a ranger type. Not a straight up combat mogul, but great ambushing/combat possibilities.
* Faceman:I think this class is pretty much 100% fantasy appropriate. I'll have to look into that.
Well, there are more classes, but I need to get the book. The problem with GMing Spycraft is that GMs use a different system for NPCs...well that's better for speed and ease of use, but it means I don't know the classes as well as I would in another d20 game.
I'm thinking if you made magic Feat Based, you could spice up some characters a bit and easily work some magic into existing classes. Not sure how that would work. I can see True20 as an example of a looser sort of magic.
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