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Alternate Vehicle/Aerial Combat Rules for d20 Modern?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1500072" data-attributes="member: 94"><p>Not looking for instant gratification-- I know a lot of people I've sent them to are planning to run them this weekend.</p><p></p><p>The rules were based on feedback from a lot of folks who've tried both d20 Modern and Spycraft. I tried to keep the best of both rules systems, while at the same time expanding them (and, of course, to "do no harm.")</p><p></p><p>I would like to point out that Grim Tales is designed to be used with (wait for it...) a Core Rulebook. But the vehicle rules should work whether you are playing D&D with chariots and wagons, or d20M with motorbikes and jets. </p><p></p><p>You should be able to mix in dragons or air elementals in either case. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>At any rate, if it seems like there are things missing from the rules (say, the vehicle stats) it is because we're assuming you have those stats from you Core source.</p><p></p><p>Vehicle Feats notwithstanding, of course. I did incorporate most of the cool feats from Spycraft into the Feats chapter. If you find the rules to your liking, or if you find them lacking in the Feats department, you should be pleased with GT.</p><p></p><p>One last comment. While designing the vehicle rules for GT, in my mind I usually referred to them as the Dogfight rules. It's a very subtle distinction-- they are more than just Combat (d20M) and they are more than just a Chase (Spycraft) because they assume that the situation is more dynamic than simply "You're the predator, you're the prey..."</p><p></p><p>I hope this doesn't constitute a thread hijack... </p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1500072, member: 94"] Not looking for instant gratification-- I know a lot of people I've sent them to are planning to run them this weekend. The rules were based on feedback from a lot of folks who've tried both d20 Modern and Spycraft. I tried to keep the best of both rules systems, while at the same time expanding them (and, of course, to "do no harm.") I would like to point out that Grim Tales is designed to be used with (wait for it...) a Core Rulebook. But the vehicle rules should work whether you are playing D&D with chariots and wagons, or d20M with motorbikes and jets. You should be able to mix in dragons or air elementals in either case. ;) At any rate, if it seems like there are things missing from the rules (say, the vehicle stats) it is because we're assuming you have those stats from you Core source. Vehicle Feats notwithstanding, of course. I did incorporate most of the cool feats from Spycraft into the Feats chapter. If you find the rules to your liking, or if you find them lacking in the Feats department, you should be pleased with GT. One last comment. While designing the vehicle rules for GT, in my mind I usually referred to them as the Dogfight rules. It's a very subtle distinction-- they are more than just Combat (d20M) and they are more than just a Chase (Spycraft) because they assume that the situation is more dynamic than simply "You're the predator, you're the prey..." I hope this doesn't constitute a thread hijack... Wulf [/QUOTE]
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