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Combining D&D, SW, SpyCraft, Dragonstar, WoT, Rokugan, etc...
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<blockquote data-quote="Lugh" data-source="post: 688416" data-attributes="member: 9404"><p>Personally, I'd pull out d20 Modern. It's designed to mix modern weapons with supernatural elements. I think it's your best jumping off point.</p><p></p><p>Personally, I'm heavily biased in favor of Spycraft. I just think it's the best balanced system out there. So, I would recommend class Defense bonuses, VP/WP, and armor doing damage reduction. But that's just my personal preference, I don't think they have any inherent benefit.</p><p></p><p>You should be aware that you WILL encounter balance problems. Each system is designed to be internally consistent, not necessarily to be plug-n-play. For instance, the power level of Swashbuckling Adventures is higher than standard D&D, because they removed much of the magical benefit. Similar with Spycraft. Giving these characters magic on top of their natural benefits will make them kick @$$ over standard D&D classes.</p><p></p><p>One alternative to lowering the damage of futuristic weapons is to disallow the enchanting of modern weapons. Simply rule that the power of magic interferes with the delicate structure of circuitry, leading to an unstable combination. You can then take that farther, so that magic missile can do extra damage to robots, if you want. This is generally the tactic I use, so that characters will tend to stay mostly within their own genre.</p><p></p><p>You should also be aware that this will likely be an expensive proposition for you, unless you are already used to buying a large number of d20 products. Your players will inevitably start looking for crazy combinations (Marilith triggerman? Illithid jedi?), and probably from books you don't own. You may want to start with a restricted set of rules sets, both for balance and for your wallet.</p></blockquote><p></p>
[QUOTE="Lugh, post: 688416, member: 9404"] Personally, I'd pull out d20 Modern. It's designed to mix modern weapons with supernatural elements. I think it's your best jumping off point. Personally, I'm heavily biased in favor of Spycraft. I just think it's the best balanced system out there. So, I would recommend class Defense bonuses, VP/WP, and armor doing damage reduction. But that's just my personal preference, I don't think they have any inherent benefit. You should be aware that you WILL encounter balance problems. Each system is designed to be internally consistent, not necessarily to be plug-n-play. For instance, the power level of Swashbuckling Adventures is higher than standard D&D, because they removed much of the magical benefit. Similar with Spycraft. Giving these characters magic on top of their natural benefits will make them kick @$$ over standard D&D classes. One alternative to lowering the damage of futuristic weapons is to disallow the enchanting of modern weapons. Simply rule that the power of magic interferes with the delicate structure of circuitry, leading to an unstable combination. You can then take that farther, so that magic missile can do extra damage to robots, if you want. This is generally the tactic I use, so that characters will tend to stay mostly within their own genre. You should also be aware that this will likely be an expensive proposition for you, unless you are already used to buying a large number of d20 products. Your players will inevitably start looking for crazy combinations (Marilith triggerman? Illithid jedi?), and probably from books you don't own. You may want to start with a restricted set of rules sets, both for balance and for your wallet. [/QUOTE]
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