Alternity 2e Wish List

While I don't play Mass Effect, I know enough about it to think your idea is pretty solid. I'm a bit puzzled, though, that given that Traveller is a "hard" sci-fi game that you weren't able to get it to work with that ruleset.

Actually I explained it wrong. I did not actually mean FEEL. I meant the conversions just did not seem to work out easily for me. Races were OK, but the Biotics got nasty (in traveller). I first started converting Biotics in alternity (easy) than the races. The races just felt like they fell in place.
 

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Feats yes, perks not really. They, and flaws, were meant to customize characters as well a provide some balance for the alien artifact rules.

I disagree. Quite a few perks gave you actual power. The ones that boosted stun or wound points or your initiative modifiers come to mind. There's one (Fists of Iron) that let you deal deadly melee (unarmed only?) damage. A lot of perks were feats.

And then there were rank benefits. Both were probably the progenitor of feats.
 

In the thread discussing WotC's letting the Star Wars license lapse I mentioned how it would be awesome if a second edition of Alternity were released. I've got a lot of XP from fellow fans who'd like to see it happen. So my question to everyone is if it were announced WotC, or even someone else doing a clone, were preparing to release Alternity 2e what would you like to see fixed or left the same? What mechanics from 3.x, Saga, and 4e do you think would fit or make it better? Also if it were done as a clone what genre would you like to see incorporated besides Sci-Fi?

I would like it to be totally compatible with Star Wars saga. If they could get away with putting out stuff that can be used in my Star Wars game without getting sued that would be awesome.

I would like it to be like Saga but with a more 4e type system for encounter design with monster roles such as (brutes, controllers, Soldiers, etc.). I really like the talent tree system. i also like how you can combine classes with multiclassing that Saga has. My real gripe about Saga (and all the d20 versions of Star Wars for that matter) is the starship combat rules.
 

I love the only edition of Alternity as is, but would be very happy to give any second edition a look!

I've got a copy of each Alternity product released.
 

I would like it to be totally compatible with Star Wars saga. If they could get away with putting out stuff that can be used in my Star Wars game without getting sued that would be awesome.

I would like it to be like Saga but with a more 4e type system for encounter design with monster roles such as (brutes, controllers, Soldiers, etc.). I really like the talent tree system. i also like how you can combine classes with multiclassing that Saga has. My real gripe about Saga (and all the d20 versions of Star Wars for that matter) is the starship combat rules.

Sorry, this is the last thing I would like to see. I like both systems, but they are the antithesis of each other. Sounds more like you would like saga released with a different setting to be compatible with Star Wars.
 

But how is it different? They both cost skill points and require a specific number of ranks to purchase.

I don't understand your question. What is the difference between optional and standard rank benefits is that optional benefits have to be purchased. They aren't automatic. It isn't meant to be different, just a way of expanding the options in character creation.

And they are easy to design for both the player and GM to help customize heroes.
 

I don't understand your question. What is the difference between optional and standard rank benefits is that optional benefits have to be purchased. They aren't automatic. It isn't meant to be different, just a way of expanding the options in character creation.

And they are easy to design for both the player and GM to help customize heroes.

I'm not asking how optional rank benefits are different from standard rank benefits, I'm asking how optional rank benefits (which I assume you would have to purchase, otherwise why not take every one you can) is different from purchasing feats. How is gaining a specific rank benefit for x number of points different than purchasing a feat that does the same thing and has a rank requirement for x number of points? It seems that pulling out the rank benefits and organizing them as feats (ala 3e D&D) is far more organized and easier for the player to work with while accomplishing the exact same task.
 

Hm. For starters, it could go fully classless and level-less. Roll class benefits, perks, achievement benefits, and rank benefits together. Divide them into categories, keep skill level requirements or escalating costs as necessary, maybe flag some as unavailable (or only available) at character creation, but present them all in the same format, in the same chapter. They're functionally close enough as it is.

Detail and explain the spectrum between light power armor and body tanks all the way up to full size mecha, and include some flexible creation and piloting rules.

Include some stuff explaining damage ranges for weapons, primarily for designing new material. This part always seemed so incredibly arbitrary to me. What exactly does an accuracy bonus represent, as compared to a steep gradient between ordinary and amazing damage results? What about a fairly flat gradient? What's the difference between stepping up to a large amount of wound or an average amount of mortal? If you're doing a series of similar weapons on a scale, how much should you drop the damage stepping up from O to G firepower?

That's just some major things off the top of my head. What it basically comes down to is I'd like to see a bit more of the 3E-style unified design and non-arbitrary underpinnings. And mecha.
 

I'm not asking how optional rank benefits are different from standard rank benefits, I'm asking how optional rank benefits (which I assume you would have to purchase, otherwise why not take every one you can) is different from purchasing feats. How is gaining a specific rank benefit for x number of points different than purchasing a feat that does the same thing and has a rank requirement for x number of points? It seems that pulling out the rank benefits and organizing them as feats (ala 3e D&D) is far more organized and easier for the player to work with while accomplishing the exact same task.

Who says they do the same thing? Did you read the link I posted?
 

Sorry, this is the last thing I would like to see. I like both systems, but they are the antithesis of each other. Sounds more like you would like saga released with a different setting to be compatible with Star Wars.

I think it would be a good strategy for any sci fi RPG released by WotC to be back-compatible with the most popular space opera out there. That way they keep the Star Wars fans as well as any new alternity fans. I'm not saying they need to have Jedi and Stormtroopers. But Soldiers, Nobles, Scoundrels and Scouts are generic enough for any game.
 

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