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d20 Future + Alternity Warships–anyone else done this?
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<blockquote data-quote="genshou" data-source="post: 2546700" data-attributes="member: 13164"><p>My gaming group thrives on complexity. I want to convert almost <em>everything</em>. I'll still be keeping the hit points and damage on the system and scale used in d20 Modern (I've never been a fan of their damage tracks), and I'm curious as to what I should do with the phases vs. combat rounds issue, but other than that, everything looks pretty simple with a smart head and a bit of tweaking.</p><p></p><p>The problem with Alternity Warships is that it makes references to Alternity character rules that d20 Modern does not follow (step categories, different method for skill checks, different hit point system, etc.), so one would have to make at least a minor amount of tweaking on all attack rolls, skill checks, and crew rules. As to the other stuff, I'm rather fond of the way d20 Future handles scaling between starships and smaller opponents (e.g. EV pilots, Large mecha, tanks). You just can't achieve the messy result of 90 damage per hit any other way. There are also a few things I actually liked from d20 Future (very few) that I'd like to have in my starship rules. Finally, I do want to keep it as true to the d20 Modern rules as possible, since that makes things easier on everyone.</p><p></p><p>I have yet to see anyone on these boards who doesn't, which is a strong indication that the entire starships chapter of d20 Future was a huge, embarrassing mistake that is a mockery of the quality I'd expect of a d20 Modern supplement made by the Wizards themselves.</p><p></p><p>I've never had that much of a problem with them. Sounds like you have a legitimate concern, though. Could you explain? I'm still very flexible when it comes to changes made <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="genshou, post: 2546700, member: 13164"] My gaming group thrives on complexity. I want to convert almost [I]everything[/I]. I'll still be keeping the hit points and damage on the system and scale used in d20 Modern (I've never been a fan of their damage tracks), and I'm curious as to what I should do with the phases vs. combat rounds issue, but other than that, everything looks pretty simple with a smart head and a bit of tweaking. The problem with Alternity Warships is that it makes references to Alternity character rules that d20 Modern does not follow (step categories, different method for skill checks, different hit point system, etc.), so one would have to make at least a minor amount of tweaking on all attack rolls, skill checks, and crew rules. As to the other stuff, I'm rather fond of the way d20 Future handles scaling between starships and smaller opponents (e.g. EV pilots, Large mecha, tanks). You just can't achieve the messy result of 90 damage per hit any other way. There are also a few things I actually liked from d20 Future (very few) that I'd like to have in my starship rules. Finally, I do want to keep it as true to the d20 Modern rules as possible, since that makes things easier on everyone. I have yet to see anyone on these boards who doesn't, which is a strong indication that the entire starships chapter of d20 Future was a huge, embarrassing mistake that is a mockery of the quality I'd expect of a d20 Modern supplement made by the Wizards themselves. I've never had that much of a problem with them. Sounds like you have a legitimate concern, though. Could you explain? I'm still very flexible when it comes to changes made :) [/QUOTE]
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