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D20 Modern supplement available [RolePlayingMaster]
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<blockquote data-quote="Luke" data-source="post: 474632" data-attributes="member: 602"><p>Exactly right Hollywood.</p><p>I get a lot of requests to do a PCGen import, but I'm not at the point of doing it properly - and I'm not prepared to pretend that a statblock import will do the trick. If you have special sources (3rd party races, classes etc) that aren't in the target system, the target system can't do a proper job of maintaining it.</p><p></p><p>The game mechanics behind the races, templates and classes is extremely important - especially to a system like RPM. RPM will let you fiddle extensively with characters/creatures - adding and subtracting templates, classes, or even the base. I make a special point of recording the raw roll ability dice rolls for that reason, since extensive playing revolves around that. This is great for a DM tinkering an adventure.</p><p>The in-game mechanics of RPM also mean that the mechanics behind that statblock is important. For example, if you add the magical "Disruption" ability to your mace, and crit a creature, RPM can determine if they're undead, and prompt for the save.</p><p></p><p></p><p>Right again. I've actually planned for this kind of eventuality from the start. The game mechanics in RPM are effectively "open-source".</p><p>To begin with, the mechanics are typically attached to the things they effect (eg the skills, feats, classes, races themselves). This means that the sources you activate for your current campaign will activate the code you require for those sources.</p><p></p><p>That said, there are still plenty of *core* rules that may also be affected.</p><p>I've also planned for that. The "Game Rules" configuration section of RPM will very soon have the "Source" field, meaning that it acts like all the other tables (feats, skills, races, items etc), and only shows and uses what you've chosen.</p><p>In addition to that, you can add you're own house specials into "Game Rules", and you can selectively turn certain sections on and off.</p><p>I find these days that I do comparatively little work on RPM itself. For example, anybody could have done the "D20 Modern" I just released. RPM itself didn't change one bit, since I just used the existing framework.</p><p>That's how I got it out within a few days of the SRD being released :</p><p>1 - Create a new "Source" and set it as the default entry.</p><p>2 - Just copy-and-paste for the encyclopaedia.</p><p>3 - Use of the open editors for classes, feats, skills, abilities etc.</p><p>4 - Export the source, and stick it up on the web page.</p><p></p><p>I plan to soon split the RPM "Core" source into "Core" and "Core fantasy". That way, you could play a Modern or Sci-fi game without having spells, skills, and races appear as inappropriate options. If you really want meta-magic feats, then turn them on "Core fantasy". The Psionics already has its own source, so you could mix it easily with D20 Modern, using 2 mouse clicks...</p><p></p><p>To be honest, I'm sure Wizards planned for separate StarWars, SciFi, Modern etc genre from the start. I'm surprised that a distinction between core and core fantasy wasn't built into the core books - as with GURPS.</p><p></p><p></p><p>Not a problem, and I didn't mind your comment, as I didn't mind Leopold's. Leo didn't even mention PCGen (which I would have been cool with anyway) - pretty different from Chris, who carried on about CS and included some comments about RPM that were inappropriate and wrong.</p><p></p><p></p><p></p><p>Essentially its a super JavaScript, enhanced for RPG. I picked it because:</p><p>- Its very fast.</p><p>- Its object-oriented (allowing for rule replacement).</p><p>- Its available on every Windows machine.</p><p>- Many, many thousands of people already know it (through web programming).</p><p>Those are are interested have shown independant ability to modify the scripts for their house rules. There are plenty of examples of the super enhancements to see how it entends the basic JScript language.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Luke, post: 474632, member: 602"] Exactly right Hollywood. I get a lot of requests to do a PCGen import, but I'm not at the point of doing it properly - and I'm not prepared to pretend that a statblock import will do the trick. If you have special sources (3rd party races, classes etc) that aren't in the target system, the target system can't do a proper job of maintaining it. The game mechanics behind the races, templates and classes is extremely important - especially to a system like RPM. RPM will let you fiddle extensively with characters/creatures - adding and subtracting templates, classes, or even the base. I make a special point of recording the raw roll ability dice rolls for that reason, since extensive playing revolves around that. This is great for a DM tinkering an adventure. The in-game mechanics of RPM also mean that the mechanics behind that statblock is important. For example, if you add the magical "Disruption" ability to your mace, and crit a creature, RPM can determine if they're undead, and prompt for the save. Right again. I've actually planned for this kind of eventuality from the start. The game mechanics in RPM are effectively "open-source". To begin with, the mechanics are typically attached to the things they effect (eg the skills, feats, classes, races themselves). This means that the sources you activate for your current campaign will activate the code you require for those sources. That said, there are still plenty of *core* rules that may also be affected. I've also planned for that. The "Game Rules" configuration section of RPM will very soon have the "Source" field, meaning that it acts like all the other tables (feats, skills, races, items etc), and only shows and uses what you've chosen. In addition to that, you can add you're own house specials into "Game Rules", and you can selectively turn certain sections on and off. I find these days that I do comparatively little work on RPM itself. For example, anybody could have done the "D20 Modern" I just released. RPM itself didn't change one bit, since I just used the existing framework. That's how I got it out within a few days of the SRD being released : 1 - Create a new "Source" and set it as the default entry. 2 - Just copy-and-paste for the encyclopaedia. 3 - Use of the open editors for classes, feats, skills, abilities etc. 4 - Export the source, and stick it up on the web page. I plan to soon split the RPM "Core" source into "Core" and "Core fantasy". That way, you could play a Modern or Sci-fi game without having spells, skills, and races appear as inappropriate options. If you really want meta-magic feats, then turn them on "Core fantasy". The Psionics already has its own source, so you could mix it easily with D20 Modern, using 2 mouse clicks... To be honest, I'm sure Wizards planned for separate StarWars, SciFi, Modern etc genre from the start. I'm surprised that a distinction between core and core fantasy wasn't built into the core books - as with GURPS. Not a problem, and I didn't mind your comment, as I didn't mind Leopold's. Leo didn't even mention PCGen (which I would have been cool with anyway) - pretty different from Chris, who carried on about CS and included some comments about RPM that were inappropriate and wrong. Essentially its a super JavaScript, enhanced for RPG. I picked it because: - Its very fast. - Its object-oriented (allowing for rule replacement). - Its available on every Windows machine. - Many, many thousands of people already know it (through web programming). Those are are interested have shown independant ability to modify the scripts for their house rules. There are plenty of examples of the super enhancements to see how it entends the basic JScript language. Regards, [/QUOTE]
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