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D20 Modern or Spycraft II?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2859421" data-attributes="member: 12332"><p>Though the whole point is to dip a little here and there. You're not supposed to say: "This guy is strong, so he's a Strong hero." </p><p></p><p>Maybe he has a Strength of 16 and a Wisdom of 10 ... but if he's an investigative type, he's probably best served with Dedicated, and some Strong if the abilities there suit the concept. In many ways, the Base Classes can also serve to COVER weaknesses, instead of just highlight strengths. I've seen alot of characters that would be described as "strong" instead end up with levels in "Tough", because the strength they're thinking of might be physical resilience.</p><p></p><p>A Smart character might not have a huge Intelligence score. Maybe you needed some skill points and a flair for languages to go with that debonair and Charismatic spy. </p><p></p><p>The classes aren't really about the CHARACTER'S ability scores, but their own abilities. They highlight the score they're related to, but really they're a methodology for gathering class abilities together to fit the concept. It's a "Choose Your Own Adventure" of class design.</p><p></p><p>IMHO, it's about twice as good a system as an archetypal system could ever even HOPE to be, and about seventy-thousand times as good as a point-buy system can manage. </p><p></p><p>Honestly, at this point I get depressed every time I end up playing D&D or any other archetypal system, because I'd rather work with the d20M/GT model.</p><p></p><p>And I have an irrational and unholy loathing for point-buy systems. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>One reason I reject SC2.0 out of hand. The classes are great for a spy game, but if I've got to redesign them every time the genre changes a few degrees to the left or right I'm going to be busy all week ... why not system that's largely genre-independant. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2859421, member: 12332"] Though the whole point is to dip a little here and there. You're not supposed to say: "This guy is strong, so he's a Strong hero." Maybe he has a Strength of 16 and a Wisdom of 10 ... but if he's an investigative type, he's probably best served with Dedicated, and some Strong if the abilities there suit the concept. In many ways, the Base Classes can also serve to COVER weaknesses, instead of just highlight strengths. I've seen alot of characters that would be described as "strong" instead end up with levels in "Tough", because the strength they're thinking of might be physical resilience. A Smart character might not have a huge Intelligence score. Maybe you needed some skill points and a flair for languages to go with that debonair and Charismatic spy. The classes aren't really about the CHARACTER'S ability scores, but their own abilities. They highlight the score they're related to, but really they're a methodology for gathering class abilities together to fit the concept. It's a "Choose Your Own Adventure" of class design. IMHO, it's about twice as good a system as an archetypal system could ever even HOPE to be, and about seventy-thousand times as good as a point-buy system can manage. Honestly, at this point I get depressed every time I end up playing D&D or any other archetypal system, because I'd rather work with the d20M/GT model. And I have an irrational and unholy loathing for point-buy systems. :heh: One reason I reject SC2.0 out of hand. The classes are great for a spy game, but if I've got to redesign them every time the genre changes a few degrees to the left or right I'm going to be busy all week ... why not system that's largely genre-independant. --fje [/QUOTE]
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