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d20 Modern 4E - I want it!
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4029520" data-attributes="member: 710"><p>Very interesting, I think that's a good observation. </p><p></p><p>The question might be: What should d20 Modern focus on? What will work best? </p><p></p><p>I am pretty certain that the 4E designers know how to do an <em>Action</em> game. The question might be</p><p>- Can 4E be adapted for an <em>Intrigue</em> game, or is its focus on Action so strong that you'll need a new game system (still based on a D20, there is little reason not do this)</p><p>- Are the WotC designers "fit" to handle Intrigue? (There is some reason to believe they might, but on the other hand, they might take some time to get out of the "Action" mindset)</p><p>- What market is more interesting (larger) for WotC? Intrigue or Action? </p><p>- Is it possible to combine Intrigue and Action in one system? That's what Shadorwun seems to do, but how good it does that is another matter. Often enough, hacking/decking and astral exploration are reduced to a minimum, and deckers and mages always have a strong combat component then. Legwork (speaking to various people, activating connections and so on) seems to work pretty well for all types of characters (though it's also possible specialize a character very strongly in this type of work, making other characters useless)</p><p></p><p>I think there is a market for both Action and Intrigue related games. Personally, I like Intrigue, but I don't want to go without Action (maybe cool "intrigue" mechanics might change that). I'm definitely in for not forgetting the <em>play</em> in roleplaying. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>(site note: Combat in "Intrigue" is probably less tactical and more strategic. It's not about choosing which power to use in which round, it's about choosing the time and place of the confrontation and ensuring the availability of sufficent resources)</p><p></p><p>...</p><p></p><p>Regarding the two encounter powers you describe: Cover Fire surely looks like a possible Controller power, but I think Knee Cap could also be a Defender or Striker power. How many more of these powers can you make up? Are they enough for one class?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4029520, member: 710"] Very interesting, I think that's a good observation. The question might be: What should d20 Modern focus on? What will work best? I am pretty certain that the 4E designers know how to do an [i]Action[/i] game. The question might be - Can 4E be adapted for an [i]Intrigue[/i] game, or is its focus on Action so strong that you'll need a new game system (still based on a D20, there is little reason not do this) - Are the WotC designers "fit" to handle Intrigue? (There is some reason to believe they might, but on the other hand, they might take some time to get out of the "Action" mindset) - What market is more interesting (larger) for WotC? Intrigue or Action? - Is it possible to combine Intrigue and Action in one system? That's what Shadorwun seems to do, but how good it does that is another matter. Often enough, hacking/decking and astral exploration are reduced to a minimum, and deckers and mages always have a strong combat component then. Legwork (speaking to various people, activating connections and so on) seems to work pretty well for all types of characters (though it's also possible specialize a character very strongly in this type of work, making other characters useless) I think there is a market for both Action and Intrigue related games. Personally, I like Intrigue, but I don't want to go without Action (maybe cool "intrigue" mechanics might change that). I'm definitely in for not forgetting the [i]play[/i] in roleplaying. :) (site note: Combat in "Intrigue" is probably less tactical and more strategic. It's not about choosing which power to use in which round, it's about choosing the time and place of the confrontation and ensuring the availability of sufficent resources) ... Regarding the two encounter powers you describe: Cover Fire surely looks like a possible Controller power, but I think Knee Cap could also be a Defender or Striker power. How many more of these powers can you make up? Are they enough for one class? [/QUOTE]
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