Best rules that game designers have made?


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JVisgaitis said:
Me, I like a lot of the stuff that Monte did with Arcana Evolved. Spell templates, weapon templates, heighted and diminished effects for spells. I also really like the implementation of Psionic Focus in the Psionics Handbook.

For d20/OGL I think Arcana Evolved has some of the most innovative pieces of the spell system. I'd like to see both heightened/diminished spells and their spell preparation used in the theoretical 4E.

For non-d20/D&D I'd have to say the Hero Wars/Heroquest primary character generation method combined with their ability system (closely tied). The ability to write a 100 word character background and gain your stats from that is amazing.

Also, not only having the ability to have any skill, but the fact that it's encouraged and used is great. The ability to have the skill like "Hate Dragons" or "Baffle with Technicalities" and have it used regularly in the game is great.
 

Aaron,

AMEN to the unified XP chart!

Gly,

I just liked the fact AE/AU was more about experienced D&D players that wanted something more than "fighter", "cleric", "rogue", and "wizard".
 

JVisgaitis said:
You'll have to expand on that please. Never got 2.0. Is that the one that's being released under Flaming Cobra from Mongoose? I was never up on Spycraft...

There will be a second printing under flaming cobra; they are also putting out the World on Fire setting book.

In spycraft 2.0, characters get gear picks according to class and level, but gain or lose gear picks according to their charisma modifier, representing their pull with their organization or contacts.

Characters can also declare a certain number of their gear picks or common items as "reserve"; this means that you can wait until you need it to decide what you common item was, or to call in your gear.
 


Psion said:
In spycraft 2.0, characters get gear picks according to class and level, but gain or lose gear picks according to their charisma modifier, representing their pull with their organization or contacts.

That's interesting. Is it just 13 Charisma = +1 item? Are items just classed by rarity? Also, how does it balance over later levels? I can see it being a problem for a character at 1st-level, but after you adventure can't you just buy anything making it circumventable?
 


JVisgaitis said:
That's interesting. Is it just 13 Charisma = +1 item?

+1 Gear pick. (And negatives do count if you have less than 10 charisma.)

In spycraft, you get common items and gear picks.

Common items are things like flashlights, cell phones, binoculars... simple off the shelf stuff.

Gear picks are hot cars, superscience gadgets, weapons, body armor, covers (as in, everything you need to convince people you are someone else), bugs, bodies, legal immunity, etc.

Are items just classed by rarity?

Other than the common item / gear distinction, they are classed into categories like weapons, vehicles, electronics, tradecraft, etc.

The are also classed by "caliber". Caliber is usually determined by the perceived threat of the mission.

Also, how does it balance over later levels? I can see it being a problem for a character at 1st-level, but after you adventure can't you just buy anything making it circumventable?

Well, I guess it's really no different than skills or save bonuses in d20, albeit you really won't have magic spells or items that boost your gear. Yeah, levels can kick your saves and skills up, but you like everything you can get.
 

Psion said:
Well, I guess it's really no different than skills or save bonuses in d20, albeit you really won't have magic spells or items that boost your gear. Yeah, levels can kick your saves and skills up, but you like everything you can get.

OK, I understand now. That is really cool. Problem with that is it wouldn't really work for D&D. This was made on the assumption that you are mostly purchasing whatever you need. In D&D, your getting all of your cool gear from the DM and you normally can't go to the general store and buy a +5 vorpal flaming burst longsword. One thing I do like about it is it makes CR more viable as you have an idea of the amount of gear a party is going to have and it serves as a good guideline for DMs doling out items as well.
 

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