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Abilities scores for an universtal system.
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<blockquote data-quote="LuisCarlos17f" data-source="post: 7876246" data-attributes="member: 6802378"><p>My goal is something like a d20 Modern 2.0, enough flexible for all genres(space opera, superheroes, ivestigation against Lovecraftian cults, gothic-punk urban fantasy). Easy to do adaptations from other systems, where new players used to the six sacred cows could feel comfortable. A system the rest of 3rd party publishers would feel confortable to use. </p><p></p><p>D&D is perfect for dungeon-crawling, but not so good for other games with more investigation or social interactions.</p><p></p><p>Other idea is some attributes are modular, optional, this means you are free if you want to use them in your game or not. Maybe in a sci-fi game only one PC has Techniche attribute because she is a techy who repairs/fixes machines, or a <em>cofrater</em> (member of a brotherhood, a jedi knight ersatz) with martial maneuvers of light saber. Maybe a DM would rather to use Technique because she wants (munchkin) players to choose between better Agility for Reflex saves or better technique for stealth or to disarm traps, martial maneuvers or drawing runes.</p><p></p><p>* My own point of view see the differences between Inteligent, Wisdow and Acuity, but maybe others can't. Int is the nerd who goes to the university thanks a scolarship or the chess game champion. Wisdow is the <em>little-grasshopper</em> or master Yoda (or a good psycologist) givin good advices, and acuity is the gansta who knows the scammers' tricks, or the private eye who notices when somebody is lying. .</p><p></p><p>* To avoid some abuse by munchkins I have thought about two pools of creation points, one for the main abilities scores, and the other for the attributes no-so-useful.</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 7876246, member: 6802378"] My goal is something like a d20 Modern 2.0, enough flexible for all genres(space opera, superheroes, ivestigation against Lovecraftian cults, gothic-punk urban fantasy). Easy to do adaptations from other systems, where new players used to the six sacred cows could feel comfortable. A system the rest of 3rd party publishers would feel confortable to use. D&D is perfect for dungeon-crawling, but not so good for other games with more investigation or social interactions. Other idea is some attributes are modular, optional, this means you are free if you want to use them in your game or not. Maybe in a sci-fi game only one PC has Techniche attribute because she is a techy who repairs/fixes machines, or a [I]cofrater[/I] (member of a brotherhood, a jedi knight ersatz) with martial maneuvers of light saber. Maybe a DM would rather to use Technique because she wants (munchkin) players to choose between better Agility for Reflex saves or better technique for stealth or to disarm traps, martial maneuvers or drawing runes. * My own point of view see the differences between Inteligent, Wisdow and Acuity, but maybe others can't. Int is the nerd who goes to the university thanks a scolarship or the chess game champion. Wisdow is the [I]little-grasshopper[/I] or master Yoda (or a good psycologist) givin good advices, and acuity is the gansta who knows the scammers' tricks, or the private eye who notices when somebody is lying. . * To avoid some abuse by munchkins I have thought about two pools of creation points, one for the main abilities scores, and the other for the attributes no-so-useful. [/QUOTE]
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