Sebastian Ashputtle
First Post
Cithindril said:Rather than going the GURPS route, if you want to run Dark*Matter why not use the Alternity ruleset. Although it's a bit counter-intuitive after playing D20, once you learn the Alternity mechanic it's really a smoothly running, realistic system.
I'm actually quite familiar with Alternity. What I don't like about it is that it seems more complicated than it needs to be. Even the core mechanic seems like complexity-for-complexity's-sake.
D20: Roll a d20, add bonus or penalty. Beat target number.
GURPS: Adjust attribute by bonus or penalty. Roll 3d6. Beat target number.
Alternity: Roll a d20, then roll another die and either add or subtract total from your d20 roll. Adding raises your d20 total, which is a penalty. Subtracting lowers your total, which is a bonus. There isn't one target number, but various numbers, each indicating various degrees of success or failure.
Nah, sorry. I don't mind complex systems (I love GURPS and d20, after all ) but I don't like games that are *unnecessarily* complex.
Again, just my experience. I know Alternity has many devoted fans, and that's cool. Heck, I'm still a big fan of AD&D 2e, so that shows you how much I know.