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<blockquote data-quote="Achan hiArusa" data-source="post: 5324808" data-attributes="member: 2597"><p>Alternity was a bridge between 2nd and 3rd Edition, I don't know why people want to get rid of the Professions, they are very rules light and a right set of professions can define your world much easier. It is not like any edition of D&D where your character classes straight-jacket you and they avoid the GURPS syndrome where every character starts different and ends up buying the same things for efficiency.</p><p></p><p>The experience system. i love it and wouldn't change it. Well, except for one thing, I allowed my players to spend their XP as they earned them and made them keep a running total, when they got enough they leveled up and I used the optional rules for skill purchase where each rank wasn't a geometric progression (we pretty much dropped that in the first game when we were doing character creation and it made it far easier to convert Megatraveller characters over to Alternity).</p><p></p><p>System clunkiness. Never saw that and I ran Alternity in Dark Matter, Tangents, Traveller, and Gamma World. But then again I never see why anyone has difficulty with math in any game system. It may be because I'm a physicist and I played Champions in college. Then again, I had math hapless Theater and Art majors playing in my games and none of them saw any clunkiness with the system and liked rolling multiple types of dice at once.</p><p></p><p>Things I would change. I would probably incorporate feats as perks and rank benefits and I would get rid of maximum resistance modifiers on ability scores. In addition, I would add size categories ala 3.x and allow size multipliers on larger creatures for durability much like Weren (Size L x1.5, Size H x2, Size G x3, Size C x4, Size Awesome x5). And I might use the step system from Unearthed Arcana d20 rather than the Alternity one for a smoother die progression.</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 5324808, member: 2597"] Alternity was a bridge between 2nd and 3rd Edition, I don't know why people want to get rid of the Professions, they are very rules light and a right set of professions can define your world much easier. It is not like any edition of D&D where your character classes straight-jacket you and they avoid the GURPS syndrome where every character starts different and ends up buying the same things for efficiency. The experience system. i love it and wouldn't change it. Well, except for one thing, I allowed my players to spend their XP as they earned them and made them keep a running total, when they got enough they leveled up and I used the optional rules for skill purchase where each rank wasn't a geometric progression (we pretty much dropped that in the first game when we were doing character creation and it made it far easier to convert Megatraveller characters over to Alternity). System clunkiness. Never saw that and I ran Alternity in Dark Matter, Tangents, Traveller, and Gamma World. But then again I never see why anyone has difficulty with math in any game system. It may be because I'm a physicist and I played Champions in college. Then again, I had math hapless Theater and Art majors playing in my games and none of them saw any clunkiness with the system and liked rolling multiple types of dice at once. Things I would change. I would probably incorporate feats as perks and rank benefits and I would get rid of maximum resistance modifiers on ability scores. In addition, I would add size categories ala 3.x and allow size multipliers on larger creatures for durability much like Weren (Size L x1.5, Size H x2, Size G x3, Size C x4, Size Awesome x5). And I might use the step system from Unearthed Arcana d20 rather than the Alternity one for a smoother die progression. [/QUOTE]
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