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d20 Modern: What Would you change part II
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<blockquote data-quote="EditorBFG" data-source="post: 3690154" data-attributes="member: 24719"><p>We just discussed this subject in <a href="http://www.enworld.org/showthread.php?t=200714&page=1&pp=40" target="_blank">the Fantasy Concepts project thread</a>, a parallel but very different undertaking than this one, seeking to do for fantasy in some ways what you are doing for Modern.</p><p></p><p>The conclusion we came to was that talents are good for things you only want certain types of characters to have (rangers, elves, wizards, etc.), but that otherwise they are the same as feats.</p><p></p><p>Since your project is Modern, everyone is a human, and no one has a special "type" per se, so I don't think you have any need for talents at all. In a fantasy game or something like Star Wars, this would not be the case, but for Modern it is perfect. Besides, as you say, the existing talents act more like feats than class abilities (in Star Wars Saga Edition, this is not the case, but as you say, Saga is not OGC).</p><p></p><p>Now, there are two situations where you might want to do talents (or feats that behave very much like them): </p><p></p><p>1) If you ever do a d20 Future kind of thing, you might want to have species-specific talent trees, or maybe just a path of feats for different aliens, that require you to be of that species. This preserves the uniqueness of non-human characters (in situations where you want that uniqueness).</p><p></p><p>2) Prestige Classes: If you choose to have prestige classes (and that is a big if), having multiple paths of special class abilities to choose from is much better than a static progression. Talents model this well, but you could also have a bonus feat list for the prestige class that features tiers of feats that require levels in the prestige class.</p><p></p><p>Basically, talents represent limited access feats, but I can only think of a couple situations where you want to limit access in a real world like setting. So I think this is a good call.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 3690154, member: 24719"] We just discussed this subject in [URL=http://www.enworld.org/showthread.php?t=200714&page=1&pp=40]the Fantasy Concepts project thread[/URL], a parallel but very different undertaking than this one, seeking to do for fantasy in some ways what you are doing for Modern. The conclusion we came to was that talents are good for things you only want certain types of characters to have (rangers, elves, wizards, etc.), but that otherwise they are the same as feats. Since your project is Modern, everyone is a human, and no one has a special "type" per se, so I don't think you have any need for talents at all. In a fantasy game or something like Star Wars, this would not be the case, but for Modern it is perfect. Besides, as you say, the existing talents act more like feats than class abilities (in Star Wars Saga Edition, this is not the case, but as you say, Saga is not OGC). Now, there are two situations where you might want to do talents (or feats that behave very much like them): 1) If you ever do a d20 Future kind of thing, you might want to have species-specific talent trees, or maybe just a path of feats for different aliens, that require you to be of that species. This preserves the uniqueness of non-human characters (in situations where you want that uniqueness). 2) Prestige Classes: If you choose to have prestige classes (and that is a big if), having multiple paths of special class abilities to choose from is much better than a static progression. Talents model this well, but you could also have a bonus feat list for the prestige class that features tiers of feats that require levels in the prestige class. Basically, talents represent limited access feats, but I can only think of a couple situations where you want to limit access in a real world like setting. So I think this is a good call. [/QUOTE]
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