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D20 Modern vs. Spycraft: Tell me which one you like better
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<blockquote data-quote="AscentStudios" data-source="post: 2976007" data-attributes="member: 11548"><p>The same could be said for D20 Modern, which is obviously very slanted towards magic and supernatural elements in campaigns by default. I would say it's nearly as easy to run a game that sits slightly outside Spycraft's "main genre" of cinematic ___ as it is to do the same outside of d20M's 'main genre" of magic in the modern era. </p><p></p><p></p><p></p><p>I'd be remiss not to contend that. Every rule was carefully considered and definately not frivolous or just there to "be different." For example, some folks above have mentioned the damage types as an unnecessary change. SRD d20 has "fire" as a damage type only for the purposes of resistances/immunities/vulnerabilities, but otherwise it's the same. Fire damage in Spycraft 2.0 is actually <em>different </em> from electrical damage or acid damage or regular lethal damage - you can be set on fire from a fire attack, for instance, and may run around screaming when you do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> It's a little more simulationism, but that does appeal to some folks. In fact, stuff like that was requested by our fan base.</p><p></p><p>Plus, with a codified system, when we list sneak attack damage in an ability, we don't have to reprint all its rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> That means less room that could be used for new mechanics is wasted on reprints...definately a win for you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="AscentStudios, post: 2976007, member: 11548"] The same could be said for D20 Modern, which is obviously very slanted towards magic and supernatural elements in campaigns by default. I would say it's nearly as easy to run a game that sits slightly outside Spycraft's "main genre" of cinematic ___ as it is to do the same outside of d20M's 'main genre" of magic in the modern era. I'd be remiss not to contend that. Every rule was carefully considered and definately not frivolous or just there to "be different." For example, some folks above have mentioned the damage types as an unnecessary change. SRD d20 has "fire" as a damage type only for the purposes of resistances/immunities/vulnerabilities, but otherwise it's the same. Fire damage in Spycraft 2.0 is actually [I]different [/I] from electrical damage or acid damage or regular lethal damage - you can be set on fire from a fire attack, for instance, and may run around screaming when you do ;) It's a little more simulationism, but that does appeal to some folks. In fact, stuff like that was requested by our fan base. Plus, with a codified system, when we list sneak attack damage in an ability, we don't have to reprint all its rules ;) That means less room that could be used for new mechanics is wasted on reprints...definately a win for you :D [/QUOTE]
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