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<blockquote data-quote="Voneth" data-source="post: 64498" data-attributes="member: 1016"><p>In Print:</p><p>Star Wars d20 (feats and skills)</p><p>Deadlands d20 (DND spells with spell points and gadget rules)</p><p>The "If Thoughts Could Kill" adventure with optional DND psionic rules (including conversion of most of DND's PH spells)</p><p>Wild Magic (new system)</p><p>Chaos Magic (new system)</p><p></p><p>On this website:</p><p>Several Alternity conversions (feats and skills, plus mutations and cyberware)</p><p></p><p>Soon to be in Print:</p><p>Series Archer psionics and mystics (feats n skills and ??)</p><p>Farscape d20 ((soon being relative) DND like psionics)</p><p>Traveller (feats and skills)</p><p></p><p>Just some personal notes on my own thoughts:</p><p>I love the gadget rules for d20 DL. The DL magic system wasn't too bad for giving spell casters some flexiblity and made them much less level depedent.</p><p></p><p>With "If Thoughts ..." DND Psionics pretty much becomes a spell point magic system and loses what little psionic flavor it had. There is a yahoo mailing for Dragonstar, and occasionaly people talk about Githyanki secret police who use a top secret "psi" stardrive that is undectable by spell casters. The question is have the Gith told the Dragons about the drive?</p><p></p><p>The Force rules are very good for generic magic/psi, but one may want more powers. Then again maybe not. The Force Adept is pretty much adaptable to any setting, but one needs to decide how to "fuel" the spells if one doesn't use Vitaltiy Points. My suggestion is spell points that equal hit points and are reduced by damage taken (sort of another way to show how body shock reduces a spell caster's effectivness)</p><p></p><p>I've also been tempted to use some fo the better Alternity coversions out there, but I haven't gotten around to it.</p><p></p><p>I look foward to see what the "Soon to be in Print" systems will look like. Series Archer intigues me most, but I am afraid that one will have to buy a $20 basic rules book called "Spycraft" first (this book contains a generic esponige game and covers a lot of changes to the d20 rules), to make sense of the Series Archer psionic and mystic classes. These classes come out in a second $20 which details the Series Archer setting (essentialy Series Archer is to Spycraft what Forgotten Realms is to DND)</p></blockquote><p></p>
[QUOTE="Voneth, post: 64498, member: 1016"] In Print: Star Wars d20 (feats and skills) Deadlands d20 (DND spells with spell points and gadget rules) The "If Thoughts Could Kill" adventure with optional DND psionic rules (including conversion of most of DND's PH spells) Wild Magic (new system) Chaos Magic (new system) On this website: Several Alternity conversions (feats and skills, plus mutations and cyberware) Soon to be in Print: Series Archer psionics and mystics (feats n skills and ??) Farscape d20 ((soon being relative) DND like psionics) Traveller (feats and skills) Just some personal notes on my own thoughts: I love the gadget rules for d20 DL. The DL magic system wasn't too bad for giving spell casters some flexiblity and made them much less level depedent. With "If Thoughts ..." DND Psionics pretty much becomes a spell point magic system and loses what little psionic flavor it had. There is a yahoo mailing for Dragonstar, and occasionaly people talk about Githyanki secret police who use a top secret "psi" stardrive that is undectable by spell casters. The question is have the Gith told the Dragons about the drive? The Force rules are very good for generic magic/psi, but one may want more powers. Then again maybe not. The Force Adept is pretty much adaptable to any setting, but one needs to decide how to "fuel" the spells if one doesn't use Vitaltiy Points. My suggestion is spell points that equal hit points and are reduced by damage taken (sort of another way to show how body shock reduces a spell caster's effectivness) I've also been tempted to use some fo the better Alternity coversions out there, but I haven't gotten around to it. I look foward to see what the "Soon to be in Print" systems will look like. Series Archer intigues me most, but I am afraid that one will have to buy a $20 basic rules book called "Spycraft" first (this book contains a generic esponige game and covers a lot of changes to the d20 rules), to make sense of the Series Archer psionic and mystic classes. These classes come out in a second $20 which details the Series Archer setting (essentialy Series Archer is to Spycraft what Forgotten Realms is to DND) [/QUOTE]
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