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<blockquote data-quote="ValhallaGH" data-source="post: 5060220" data-attributes="member: 41187"><p>This looks like a great start on the races. I'll admit, my first and primary exposure to Star*Drive was in d20 Future, but even so this still fits the flavor of those races as I've come to know them. Definitely a solid beginning.</p><p></p><p>I really like this stuff. A beefy class list, with a number of nice features, without being too huge. A solid skill list to start with. Nice.</p><p>Issues: <ul> <li data-xf-list-type="ul"> That's a lot of HP for a game that supposed to be fast and furious. I like the starting HP (enough to be heroic) but after that, I'd prefer your 1 hp per level suggestion from down-thread.</li> <li data-xf-list-type="ul"> What is Survival supposed to be, that Endurance is not already doing? I was going with "re-skinned Nature" and then I noticed the CON basis. So, what's up with that?</li> <li data-xf-list-type="ul"> Being Primitive <strong>really</strong> hoses your character. Shouldn't most classes at least get some sort of simple melee proficiency?</li> </ul><p></p><p>A most excellent collection of ideas. I especially like Double Tap, which is a fine example of what you suggest. I would note that for clarity, each level should probably read "As Hit + [stuff]" instead of repeating the early Hit line. This is to short-circuit any rules-confusion about any changes that may occur to "Hit" but aren't listed in "Good" and "Amazing" (such as the increase to 2[W]).</p><p></p><p>This, this I really, <em>really</em>, <strong>really</strong> like. It ties together the spirit of both without adding new mechanics.</p><p></p><p>As mentioned earlier, Yes.</p><p></p><p>That's ... a lot of fairly complex new rules to add in. </p><p>I suspect that you'd be better served with something closer to LightPheonix's suggestion. Then, nasty weapons can deal X hp damage Plus Y healing surges; <strong>boom</strong>, you've got an incredibly nasty gun, especially if you toss in as a general rule "characters that lose a healing surge but don't have any left lose a number of hp equal to their surge value". Then all the rules changes are 1 sentence and new weapon stats.</p><p>Much easier to remember, much easier to adjudicate, and much easier to track in-game.</p><p></p><p>This is an awesome and brilliant idea.</p><p>If we end up with a more D&D model, with automatic skill progressions, then this idea still works. Simply change the power requirements to "Trained in [Skill]" and "Character Level [X]". And throw in the "Skill Focus in [Skill]" requirement for the really crazy abilities that key off of hyper-focus.</p><p> </p><p>A wonderful benefit, and one that keeps the heavy skill emphasis.</p><p></p><p>Huh. I'm not sure about this one, since this feels like the rules space filled by Class Powers. Of course, if you replace classes with characters that mix-and-match Profession to deed, you get something else, something that may need this.</p><p>So, suddenly the skills chapter is as bloated and complicated as the Class chapter of the PHB.</p><p></p><p>Another option is to give each profession certain Keywords that they can choose for their powers. Then, they turn to the "Powers" chapter and choose X/Y/X at-will/encounter/daily powers of appropriate levels and keywords.*</p><p></p><p>*This idea is stolen from a friend of mine and his many rants about what he dislikes in 4E.</p><p></p><p></p><p>P.S. Don't quote this post. It's already too long.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5060220, member: 41187"] This looks like a great start on the races. I'll admit, my first and primary exposure to Star*Drive was in d20 Future, but even so this still fits the flavor of those races as I've come to know them. Definitely a solid beginning. I really like this stuff. A beefy class list, with a number of nice features, without being too huge. A solid skill list to start with. Nice. Issues:[list][*] That's a lot of HP for a game that supposed to be fast and furious. I like the starting HP (enough to be heroic) but after that, I'd prefer your 1 hp per level suggestion from down-thread. [*] What is Survival supposed to be, that Endurance is not already doing? I was going with "re-skinned Nature" and then I noticed the CON basis. So, what's up with that? [*] Being Primitive [B]really[/B] hoses your character. Shouldn't most classes at least get some sort of simple melee proficiency? [/list] A most excellent collection of ideas. I especially like Double Tap, which is a fine example of what you suggest. I would note that for clarity, each level should probably read "As Hit + [stuff]" instead of repeating the early Hit line. This is to short-circuit any rules-confusion about any changes that may occur to "Hit" but aren't listed in "Good" and "Amazing" (such as the increase to 2[W]). This, this I really, [I]really[/I], [B]really[/B] like. It ties together the spirit of both without adding new mechanics. As mentioned earlier, Yes. That's ... a lot of fairly complex new rules to add in. I suspect that you'd be better served with something closer to LightPheonix's suggestion. Then, nasty weapons can deal X hp damage Plus Y healing surges; [B]boom[/B], you've got an incredibly nasty gun, especially if you toss in as a general rule "characters that lose a healing surge but don't have any left lose a number of hp equal to their surge value". Then all the rules changes are 1 sentence and new weapon stats. Much easier to remember, much easier to adjudicate, and much easier to track in-game. This is an awesome and brilliant idea. If we end up with a more D&D model, with automatic skill progressions, then this idea still works. Simply change the power requirements to "Trained in [Skill]" and "Character Level [X]". And throw in the "Skill Focus in [Skill]" requirement for the really crazy abilities that key off of hyper-focus. A wonderful benefit, and one that keeps the heavy skill emphasis. Huh. I'm not sure about this one, since this feels like the rules space filled by Class Powers. Of course, if you replace classes with characters that mix-and-match Profession to deed, you get something else, something that may need this. So, suddenly the skills chapter is as bloated and complicated as the Class chapter of the PHB. Another option is to give each profession certain Keywords that they can choose for their powers. Then, they turn to the "Powers" chapter and choose X/Y/X at-will/encounter/daily powers of appropriate levels and keywords.* *This idea is stolen from a friend of mine and his many rants about what he dislikes in 4E. P.S. Don't quote this post. It's already too long. [/QUOTE]
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