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<blockquote data-quote="pawsplay" data-source="post: 5583222" data-attributes="member: 15538"><p>I am leaning toward hardcoded options to make the game newbie friendly, with perhaps a "toolkit" section sequestered in another chapter.</p><p></p><p></p><p></p><p>On the one hand, I think the three saving throw system is a natural evolution of D&D's zillions of conditions, which I think may be less relevant to a space opera game. You aren't likely to face petrification, an area effect explosion, and mind control in the same encounter. OTOH, shifting to a simplified system means I would probably need to invent new Feats to improve ability score-based saving throws and possibly other traits as well.</p><p></p><p></p><p></p><p>I like energy points. I like BESM d20's "Magic" attribute, and I like the D&D 3.5 expanded psionics rules. However, I don't like the idea of having to include a whole section on attributes (BESM style), which means I would ultimately have to create a "spell list" for psionics. OTOH, 3.5 psionics are pretty slick, but introduce a whole new set of balancing issues that give me headaches. It's never been clear how well spells and powers balance with non-casters in d20 in the first place, and I would prefer not to have to try to solve that problem again in this context. </p><p></p><p>True20's powers aren't exactly what I was thinking of originally, but they actually work pretty well for Jedi, super-psychics, alien shamans, etc.</p><p></p><p></p><p></p><p>I am leaning toward a compromise here. I think I am going to shoot for role-based creation, but with the number of roles expanded to cover a number of clear archetypes. This means I will have to retool some of the class writeups I have already done. OTOH, moving toward a True20 style feat-based level-up system does simplify class design in many respects. I think synergistic rather than "capstone" high level abilities probably work better for bombastic adventure fiction.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5583222, member: 15538"] I am leaning toward hardcoded options to make the game newbie friendly, with perhaps a "toolkit" section sequestered in another chapter. On the one hand, I think the three saving throw system is a natural evolution of D&D's zillions of conditions, which I think may be less relevant to a space opera game. You aren't likely to face petrification, an area effect explosion, and mind control in the same encounter. OTOH, shifting to a simplified system means I would probably need to invent new Feats to improve ability score-based saving throws and possibly other traits as well. I like energy points. I like BESM d20's "Magic" attribute, and I like the D&D 3.5 expanded psionics rules. However, I don't like the idea of having to include a whole section on attributes (BESM style), which means I would ultimately have to create a "spell list" for psionics. OTOH, 3.5 psionics are pretty slick, but introduce a whole new set of balancing issues that give me headaches. It's never been clear how well spells and powers balance with non-casters in d20 in the first place, and I would prefer not to have to try to solve that problem again in this context. True20's powers aren't exactly what I was thinking of originally, but they actually work pretty well for Jedi, super-psychics, alien shamans, etc. I am leaning toward a compromise here. I think I am going to shoot for role-based creation, but with the number of roles expanded to cover a number of clear archetypes. This means I will have to retool some of the class writeups I have already done. OTOH, moving toward a True20 style feat-based level-up system does simplify class design in many respects. I think synergistic rather than "capstone" high level abilities probably work better for bombastic adventure fiction. [/QUOTE]
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