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Best d20 for a sci-fi game?
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<blockquote data-quote="Psion" data-source="post: 921531" data-attributes="member: 172"><p>I'll third T20.</p><p></p><p>The book has a few setting assumptions, but is really setting light. And it has rules for just about everything you would want to do in an SF game. It's a bit more on the gritty end of things, with somewhat realistic rules for things like planetary systems and normal space travel times, and is has a bit grittier combat.</p><p></p><p>Traveller got used a lot in the old days as a semi-generic SF rules-set; T20 fills a similar niche.</p><p></p><p>The only setting "baggage" if you were to call it that, would be the sample races and some assumptions about the nature of space travel. You could alter these rules relatively easily.</p><p></p><p>The classes are the best defined/most generic of any SF d20 game. d20 SW really follows the mold of the SW movies. Blood and Space is all starship crew occupations and class abilities are relatively inflexible. ALL Traveller classes are designed by their feats and skillsets, so they are really much more flexible, much like d20 modern.</p><p></p><p>Blood and Space might make a nice supplement for T20 for some of the feats and if you want to alter the traveller drive assumptions, and has some interesting thoughts on making your setting harder or more space opera. But honestly, it isn't nearly as complete a toolkit. (How could it be? Look at the size of T20! And again, that's very little setting!)</p></blockquote><p></p>
[QUOTE="Psion, post: 921531, member: 172"] I'll third T20. The book has a few setting assumptions, but is really setting light. And it has rules for just about everything you would want to do in an SF game. It's a bit more on the gritty end of things, with somewhat realistic rules for things like planetary systems and normal space travel times, and is has a bit grittier combat. Traveller got used a lot in the old days as a semi-generic SF rules-set; T20 fills a similar niche. The only setting "baggage" if you were to call it that, would be the sample races and some assumptions about the nature of space travel. You could alter these rules relatively easily. The classes are the best defined/most generic of any SF d20 game. d20 SW really follows the mold of the SW movies. Blood and Space is all starship crew occupations and class abilities are relatively inflexible. ALL Traveller classes are designed by their feats and skillsets, so they are really much more flexible, much like d20 modern. Blood and Space might make a nice supplement for T20 for some of the feats and if you want to alter the traveller drive assumptions, and has some interesting thoughts on making your setting harder or more space opera. But honestly, it isn't nearly as complete a toolkit. (How could it be? Look at the size of T20! And again, that's very little setting!) [/QUOTE]
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