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d20 Gatchaman
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<blockquote data-quote="Thorin Stoutfoot" data-source="post: 339453" data-attributes="member: 1887"><p><strong>Re: Cool Start</strong></p><p></p><p></p><p>Why would a department be important? Everyone would come from the same department, right? I'm trying to model Gatchaman, so I guess I'd ignore department rules. I'm still not completely sold on Spycraft yet. I like the BAB progression/saving throw progressions, but I am having a hard time with Ken having so few feats.</p><p></p><p></p><p></p><p>I don't like Wounds/Vitality. They're a black mark against Spycraft, to be honest. I like the massive damage threshold rules in CoC and d20 Modern better, so I'll stick with those.</p><p></p><p></p><p></p><p>I have to admit, I like the chase rules in Spycraft a lot. They look like they'll work pretty cool. Do the full Spycraft rules include vehicle to vehicle combat, missiles, etc, flying? I'm trying to figure out how to model the G-5 plane with everyone in separate stations, etc. The plane obviously doesn't fly at full capacity without everyone on board, so I need to give everyone something to do. I'm thinking of building a vehicle control system similar to the old FASA Trek RPG control system. (One person controls power allocation, another controls deflector shields, a third flys the plane, a fourth is the weapons officer, and a fifth does the command)</p><p></p><p>Heal=First Aid? Any difference in skill descriptions? Similarly, are the name change for Survival/Wilderness Lore purely gratituous?</p><p></p><p></p><p></p><p>Good catch. It isn't a class ability.</p><p></p><p></p><p></p><p>Does Spycraft has rules for vehicles? I'm really desperately trying not to spend money on a game I won't get to play for a year, so I was going to wait for the mecha rules in the next Dungeon. <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><p></p><p>Glad you like it. I'm working on Joe next. He should be great. (I'm having trouble coming up with special abilities for Jinpei and Ryu, however)</p></blockquote><p></p>
[QUOTE="Thorin Stoutfoot, post: 339453, member: 1887"] [b]Re: Cool Start[/b] Why would a department be important? Everyone would come from the same department, right? I'm trying to model Gatchaman, so I guess I'd ignore department rules. I'm still not completely sold on Spycraft yet. I like the BAB progression/saving throw progressions, but I am having a hard time with Ken having so few feats. I don't like Wounds/Vitality. They're a black mark against Spycraft, to be honest. I like the massive damage threshold rules in CoC and d20 Modern better, so I'll stick with those. I have to admit, I like the chase rules in Spycraft a lot. They look like they'll work pretty cool. Do the full Spycraft rules include vehicle to vehicle combat, missiles, etc, flying? I'm trying to figure out how to model the G-5 plane with everyone in separate stations, etc. The plane obviously doesn't fly at full capacity without everyone on board, so I need to give everyone something to do. I'm thinking of building a vehicle control system similar to the old FASA Trek RPG control system. (One person controls power allocation, another controls deflector shields, a third flys the plane, a fourth is the weapons officer, and a fifth does the command) Heal=First Aid? Any difference in skill descriptions? Similarly, are the name change for Survival/Wilderness Lore purely gratituous? Good catch. It isn't a class ability. Does Spycraft has rules for vehicles? I'm really desperately trying not to spend money on a game I won't get to play for a year, so I was going to wait for the mecha rules in the next Dungeon. :) Glad you like it. I'm working on Joe next. He should be great. (I'm having trouble coming up with special abilities for Jinpei and Ryu, however) [/QUOTE]
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