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Best rules that game designers have made?
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<blockquote data-quote="Greg K" data-source="post: 3261600" data-attributes="member: 5038"><p>1. mutants and masterminds</p><p>2. the damage save</p><p>3. skill and feat system for the force (Star Wars) and adapting it to DND and/or d20M for magic (Elements of Magic: ME) and psychic powers (Green Ronin's Psychic's Handbook)</p><p>4. talent trees from d20 modern </p><p>5. generic classes UA</p><p></p><p>Edit:</p><p>1. Core</p><p>a. Unified Resolution Mechanic (d20+ability modifer+ other bonuses)</p><p>b. unified attribute bonuses for ability scores </p><p>c. reducing the attribute score required for attribute scores to begin</p><p>d. removal of percentile strength and how con bonuses differed between warriors and non-warriors</p><p>f. skill points</p><p>g. unifed XP table</p><p>h. Armor class going upwards</p><p>i. critical hits </p><p>j. three saving throw categories</p><p>k. DC of spells being modified by caster level</p><p>l. monsters having ability scores</p><p></p><p></p><p>2. Class variants </p><p>3. Class based defense</p><p>4. Favored Environment</p><p>5. Spontaneous Divine Casting</p><p>6. Spell Points with (vitalizing option)</p><p>7. Weapon Groups </p><p>8. Environmental Races (UA)</p><p>9. Armor as DR</p><p>10. Incantations </p><p>11. Affiliations</p><p>12. Fewer Absolutes by Sean Reynolds (even if I requested this prior to 3e development)</p><p>13. Combat Fatigue (from Michael's Imagination column in Scrollworks)</p><p>14. Continuing Poison Sean Reynolds</p><p>15. Recharging Magic Items by Sean Reynolds</p><p>16. The D20, d20M and OGL licenses</p><p>17. The Psychic, Shaman, and Witch classes by Steve Kenson</p><p>18. Blood and Fists by Charles Rice</p><p>19. Action Points</p><p>20. Not sure where they came from, but the chase rules in the BESMd20 web enhancement of optional rules.</p></blockquote><p></p>
[QUOTE="Greg K, post: 3261600, member: 5038"] 1. mutants and masterminds 2. the damage save 3. skill and feat system for the force (Star Wars) and adapting it to DND and/or d20M for magic (Elements of Magic: ME) and psychic powers (Green Ronin's Psychic's Handbook) 4. talent trees from d20 modern 5. generic classes UA Edit: 1. Core a. Unified Resolution Mechanic (d20+ability modifer+ other bonuses) b. unified attribute bonuses for ability scores c. reducing the attribute score required for attribute scores to begin d. removal of percentile strength and how con bonuses differed between warriors and non-warriors f. skill points g. unifed XP table h. Armor class going upwards i. critical hits j. three saving throw categories k. DC of spells being modified by caster level l. monsters having ability scores 2. Class variants 3. Class based defense 4. Favored Environment 5. Spontaneous Divine Casting 6. Spell Points with (vitalizing option) 7. Weapon Groups 8. Environmental Races (UA) 9. Armor as DR 10. Incantations 11. Affiliations 12. Fewer Absolutes by Sean Reynolds (even if I requested this prior to 3e development) 13. Combat Fatigue (from Michael's Imagination column in Scrollworks) 14. Continuing Poison Sean Reynolds 15. Recharging Magic Items by Sean Reynolds 16. The D20, d20M and OGL licenses 17. The Psychic, Shaman, and Witch classes by Steve Kenson 18. Blood and Fists by Charles Rice 19. Action Points 20. Not sure where they came from, but the chase rules in the BESMd20 web enhancement of optional rules. [/QUOTE]
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