D20, D&D and Universal Gaming system needed

aspectuscape

First Post
Over the past 15 years (wow has it been that long) I have run “my game” and it has gone through many changes. At first it was nothing more than a basic rip of the Appendix of the Lord of the Rings. I used Middle Earth as a starting point and created my world Norland.

Then gaming grew to other areas of interest, space travel sci fi like Star Trek, and cosmic epic adventures of the gods the Immortals campaign. I even toyed with modern fantasy and horror with Dark Secrets. All the time taking ideas from this book, that TV series, this other Role Playing Game and that comic book.

I used my own rules, very basic usually modeled after some existing games (Marvel Super Heroes, and the Storyteller system of Vampire come to mind.) then some time a few years ago my friend introduced me to D&D 3rd edition and the D20 system. I was hesitant at first as I really did not like the previous editions of Dungeons and Dragons, the rules were confusing and unclear, and my games have always had the story, development of characters and role-playing be the center stage.

I was also considering using the GURPS system it was a universal system, which is what I wanted because my games could be fantasy one minute and sci fi the next. But it seemed the D20 system was better. Since then gaming has been okay but it has lost the feel it had once before, more and more ideas were bumped out of the game, out of laziness or because it did not suit the rules mechanics. I was responsible for the stories, and world/universe building where my rules expert and long-time gamer friend who introduced me to D20 would be concerned with the rules.

Well now I have found I don’t like the way things have turned out I plan the games a lot more worrying about making sure the creatures are correctly statted. Making sure everyone gets enough treasure and experience points, so people focus on there character sheets and not the personality or development of characters.

There are a variety of things I like about the system and things I don’t like.

Likes:

Higher rolls are better than lower
One die for success rolls (d20)
AC – Hit higher than Armour Class is good
Speed – To be able to easily figure out where you move in combat (we use miniatures)
The current attributes: STR, DEX, CON, INT, WIS, CHA
Method for figuring out Initiative

There may be more but that’s all I can think of right now

Dislikes:

Classes: I find a lot of Prestige Classes are neat but never used by any Players, as many of them don’t have as many books I do, and it’s hard to show all the Prestige Classes available. Also it can be hard to classify many character concepts within the standard D&D classes. We have added a few classes of our own to account for non-fantasy settings but there’s really still very few to really make cool sci fi or other types of characters. People do not really fall into classes; I would prefer a point-based system where one chooses his class features (basically)

Alignment: I like to use Aliens in many sci fi games and there cultures can be very different on moral values so it can be hard to declare what is good, evil, lawful etc. In general I would prefer not to use Alignment.

Magic system:

I talked to someone who said it was confusing with level spell caster versus level spell, I really don’t find it all that confusing but I can see how it might be, made me wonder how others might get confused. I was referred to the Everquest Mana system, which sounds closer to what I might want. I also like the idea of different kinds of magic (and therefore different spells) Candle Magic, Nazca Line Magic, Tattoo Magic, Temporal Magic etc. Currently magic and psionics are separate as is a natural force that we call Harmony which is basically like the Force of Star Wars I’d like all those forces to be different aspect of the same thing with more background although I’m not sure actually what I want, I want it to be diverse and allow for many possibilities.

Skills: They can be too broad based, Knowledge Religion just doesn't account
for everything when there are so many religions, and mythologies, and such,
as an example. I do not want a long list of skills but it seems specialities
aren't allowed or taken into consideration.

Experience & Treasure:

Ya have to make sure everyone has enough Treasure, and balance each character………Argh! Not every adventure ends up that way with treasure or combat and assigning non-combat experience isn’t clearly defined in the DMG.

The Planes:

Yes I know not apart of the rules, but I have been using the Great Wheel cosmology and the different D&D campaigns (Greyhawk, Forgotten Realms, Dark Sun etc) I don’t like the fact that if I want to add new planes they have to be demiplanes or a layer in an existing plane, wouldn’t want to mess up the nice arrangement of Outer Planes (based off of Alignment – See my Alignment gripe above)

There’s probably More But I can’t think of it right now

What I want…….

Point based system – to focus on character development rather than classes. Like the GURPS or Unisystem (Buffy or Witchcraft) system, Advantages and Disadvantages to make a character more detailed.

Universal System – Something that will allow for anything. D&D is centered on Fantasy that’s what the rules are made for. I want my system to be useable for any possible game including Epic Levels, and Deity campaigns (Yes I still run games where Players are gods)

Mystery to characters – By not having classes no one can make assumptions about the other characters without a little research, sure he’s casting spells, but what kind of spells what exactly is he…….Stuff like that…….Same with Monsters

Use of Licensed Worlds – Going to other realities like Buffy, Star Trek, DC Comics for example, with easy conversions to said worlds and other games. I would like to stop stealing the ideas and just do more crossovers. I like crossovers! I want easy conversions that won’t take up time.

Basically more time to design the world and universe and not so much work worrying if all this stacks with this and number crunching stuff…….

What’s your opinion?
 

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though it's not likely to fit the bill on all your criteria, you may want to check out d20 modern. though there are still classes, they are generic enough and multiclassing is pervasive enough to make for a nearly classless system. the wealth system, etc. go a long way to alleviating the equipment balance/paperwork aspect of d&d that can be irksome at times. check out the d20 SRD over at the wotc site.
 

I have been working on my own classless, levelless, d20ish system that uses snap-ins.. you want shadowrun magic, you snap-in the magic system. You want Star Wars.. snap in the force.. d&d.. snap in it's magic. The combat system is standard 3eD&D.. with AoOs and all that malarky. seems to work.
 



Mutants and Masterminds will give you a great deal of your class ideas.

The magic system in Arcana Unearthed will probably give you a lot of what you are looking for in spell system.

The d20 Modern Wealth system will solve for a lot of your treasure issues.
 

I am an old hand of gaming and I know the True Universal System is like the Holy Grail of gaming. The problem is that I do not see the attraction.

I saw these sort of games with miniatures gaming as well. In each case the period-specific rules covered the battles much, much better than the generic rules. In the end the generic rules had to be patched and patched and patched to make them appropriate.

The same is true of generic rpgs.

I have yet to find a set of truly generic rules that are any good. GURPS? Nope. D20? Nope. Heroes/Champions? Nope. Decipher? Nope. Rolemaster? Not even close. Palladium/Rifts? Don't make me laugh. Amazing Engine? Dear lord, no, never...

I know the idea sounds good, but I have yet to see a set of generic rules that handles a particular genre half as well as a specific set of rules.
 

Looks like you're looking for HERO, which, in my opinion, is the only real generic rpg rules set available. GURPS and d20 Modern are good modular system, where you can easily add some new modules such as magic or psionic rules, which are not necessarily consistent one with the order. HERO is really generic as all rules are in the main book, whereas genre books tells you in detail how to customise then to your needs without introducing extra rules.

HERO is not everybody cup of tea (I'm willing to play but not to run games powered by HERO) but, nevertheless, is a great game and worthy of a trial by any gamer. Also, it seems to works nicely with miniatures. Perhaps you should try it. Rules are somewhat intimidating in regard to character generation (especially to the mathphobic gamer who can't add fractions) but gameplay is quite easy. You should try it.
 

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