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D20 Modern or Spycraft II?
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<blockquote data-quote="Armistice" data-source="post: 2847757" data-attributes="member: 34673"><p>I'm not sure why savage worlds is in this thread at all. On topic, Spycraft 2 succeeds at this point...</p><p></p><p>1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes.</p><p></p><p>...to a remarkable degree. Just ran a 'Starcraft' game (Starwars using the Spycraft 2 mod started on the AEG forums). A two player game with Jedi's, one a Scout, the other a Soldier, both 4th level. Rocked on toast. They loved what they could do at 4th level. The jedi-scout tracked down the main baddy using his awesome first level Auto-tracking ability (essentially, unless you roll a 1 you're assumed to have rolled a 20+level). The Jedi-soldier with 2 feats felt like he was fencing and the combat script wrote itself. </p><p></p><p>For myself the bad-guy npc creation worked to perfection. Took me 2 minutes to create from scratch using the guidelines from the book. Used assassin as the base and the final battle worked on multiple levels. This guy I created went down against two to one odds but not before getting a lucky shot in critical (which of course I confirmed by spending a GC action die, this being the final fight of the evening).</p><p></p><p>After the session they got a chance to look at the even cooler things those same characters would be able to do as levels increased. Very much fun. You can develop character/story in pretty much any game depending on style of play, this is not dependant on the ruleset you use. For granular character sheet development you need a system designed to reward that style of play. Spycraft 2 does this in spades.</p><p></p><p>Final Note from the evening: Exploding Action Dice work wonders for the players and the Spirited campaign quality only makes this better. Players also loved being in control of when to confirm the threat they rolled either using skills or in combat.</p></blockquote><p></p>
[QUOTE="Armistice, post: 2847757, member: 34673"] I'm not sure why savage worlds is in this thread at all. On topic, Spycraft 2 succeeds at this point... 1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes. ...to a remarkable degree. Just ran a 'Starcraft' game (Starwars using the Spycraft 2 mod started on the AEG forums). A two player game with Jedi's, one a Scout, the other a Soldier, both 4th level. Rocked on toast. They loved what they could do at 4th level. The jedi-scout tracked down the main baddy using his awesome first level Auto-tracking ability (essentially, unless you roll a 1 you're assumed to have rolled a 20+level). The Jedi-soldier with 2 feats felt like he was fencing and the combat script wrote itself. For myself the bad-guy npc creation worked to perfection. Took me 2 minutes to create from scratch using the guidelines from the book. Used assassin as the base and the final battle worked on multiple levels. This guy I created went down against two to one odds but not before getting a lucky shot in critical (which of course I confirmed by spending a GC action die, this being the final fight of the evening). After the session they got a chance to look at the even cooler things those same characters would be able to do as levels increased. Very much fun. You can develop character/story in pretty much any game depending on style of play, this is not dependant on the ruleset you use. For granular character sheet development you need a system designed to reward that style of play. Spycraft 2 does this in spades. Final Note from the evening: Exploding Action Dice work wonders for the players and the Spirited campaign quality only makes this better. Players also loved being in control of when to confirm the threat they rolled either using skills or in combat. [/QUOTE]
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