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<blockquote data-quote="wingsandsword" data-source="post: 1465420" data-attributes="member: 14159"><p>That's a sign of a poorly written port, of people who didn't know d20 too well, rather than a fault in the system itself.</p><p></p><p>Personally, I consider Deadlands d20 as the worst d20 port, but for many of the same reasons you gave for 7th Sea (that and the fact that it's new base classes were very poorly written).</p><p></p><p>1. Yes, sword schools could have been treated just as feats instead of Prestige Classes. Some people writing for d20 get a little over-zealous with making everything into a PrC, including things that would be better off as new feats, or just descriptive flavor on existing feats. The Martial Arts styles in Unearthed Arcana are an example.</p><p></p><p>2. Kill 4 average goons in one attack? Great Cleave and Heroic Surge (from d20 Modern or Star Wars), a 4th level fighter can do it. Cinematic roleplaying can easily be done in d20, heck d20 Modern (my personal favorite version of d20) was written with cinematic action-movie style games in mind.</p><p></p><p>3. There are lots of ways to do magic in d20 other than standard "spell slots". I don't know a lot about 7th Sea, but I can think of several alternate spellcasting/powers mechanics like the Telepathy system from Babylon 5 and Incantations from d20 Modern-Urban Arcana or Unearthed Arcana. There are even ways to do variant level based powers, like Channelling from Wheel of Time and Psionics from D&D. With being a little more creative you could have an alternate magical system for each nationality, some being intricately researched rituals with multiple skill checks, others being skills/feats setups like Telepathy or Force Powers, others being "traditional" spells-per-level, and maybe even one that granted certain spell-like abilities and minor constant powers (like the Dark*Matter magical classes from Polyhedron #204). Drawing a distinction between Charisma, Wisdom and Intelligence based spells in "conventional" magic, and spontaneous and prepared casting also gives a lot more options.</p><p></p><p>A special material that gives armor Damage Reduction (which is what it sounds like you're talking about) shouldn't be a problem, or that gives a bonus to damage or gives bonus damage sounds perfectly reasonable.</p><p></p><p>I know a lot of people don't like Mongoose, but one thing they said that I really like is a philosophy of "rewrite the rules to fit the setting, not vice-versa" (or something to that effect), it was the philosophy they had in making Babylon 5 (where they re-wrote the hit point rules to be more lethal and realistic, among other changes).</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 1465420, member: 14159"] That's a sign of a poorly written port, of people who didn't know d20 too well, rather than a fault in the system itself. Personally, I consider Deadlands d20 as the worst d20 port, but for many of the same reasons you gave for 7th Sea (that and the fact that it's new base classes were very poorly written). 1. Yes, sword schools could have been treated just as feats instead of Prestige Classes. Some people writing for d20 get a little over-zealous with making everything into a PrC, including things that would be better off as new feats, or just descriptive flavor on existing feats. The Martial Arts styles in Unearthed Arcana are an example. 2. Kill 4 average goons in one attack? Great Cleave and Heroic Surge (from d20 Modern or Star Wars), a 4th level fighter can do it. Cinematic roleplaying can easily be done in d20, heck d20 Modern (my personal favorite version of d20) was written with cinematic action-movie style games in mind. 3. There are lots of ways to do magic in d20 other than standard "spell slots". I don't know a lot about 7th Sea, but I can think of several alternate spellcasting/powers mechanics like the Telepathy system from Babylon 5 and Incantations from d20 Modern-Urban Arcana or Unearthed Arcana. There are even ways to do variant level based powers, like Channelling from Wheel of Time and Psionics from D&D. With being a little more creative you could have an alternate magical system for each nationality, some being intricately researched rituals with multiple skill checks, others being skills/feats setups like Telepathy or Force Powers, others being "traditional" spells-per-level, and maybe even one that granted certain spell-like abilities and minor constant powers (like the Dark*Matter magical classes from Polyhedron #204). Drawing a distinction between Charisma, Wisdom and Intelligence based spells in "conventional" magic, and spontaneous and prepared casting also gives a lot more options. A special material that gives armor Damage Reduction (which is what it sounds like you're talking about) shouldn't be a problem, or that gives a bonus to damage or gives bonus damage sounds perfectly reasonable. I know a lot of people don't like Mongoose, but one thing they said that I really like is a philosophy of "rewrite the rules to fit the setting, not vice-versa" (or something to that effect), it was the philosophy they had in making Babylon 5 (where they re-wrote the hit point rules to be more lethal and realistic, among other changes). [/QUOTE]
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