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d20 Modern: What Would you change part II
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<blockquote data-quote="EditorBFG" data-source="post: 3694876" data-attributes="member: 24719"><p>Here's a crazy idea-- don't have any.</p><p></p><p>Seriously, if you are doing away with talents, the only classes you have are attack guy, hit points guy, defense guy, and skill guy-- maybe saves guy if you're feeling saucy that day. Sure, if you add "Reputation guy" (what a great class that would be), these basically map to the six Modern core classes, but is that a good thing?</p><p></p><p>If talents are just feats for specialized roles, it seems like the rationale for getting rid of them is that Modern characters do not necessarily conform to the extremely focused archetypes that Fantasy characters do. If this is the case, then having classes-- a form of these specialized roles-- seems like a regression.</p><p></p><p>My opinion is kind of a matter of public record already, because <em>The Versatile Hero</em> (and, yeah, I know I keep referencing my own work, but only because I ended up putting so much thought into Modern over the years, much of it unused) is essentially a classless character generation system for Modern. Basically, I think a simple bit of customization in character creation would be better than an arbitrary spread of archetypes for a game designed to tackle multiple genres and settings.</p><p></p><p>I don't know if you'd do it in remotely the same way I did, but just to illustrate my point I'll put up a temporary link to a doc of Versatile Hero, stripped down to only MSRD-derived open content and OGL notice: <a href="http://gameslab.wikidot.com/local--files/start/VERSATILE_HERO_Open_Content.rtf" target="_blank">http://gameslab.wikidot.com/local--files/start/VERSATILE_HERO_Open_Content.rtf</a></p><p></p><p>I'm not trying to say you should use what I did, but I think it demonstrates that, since a system like Modern boils down to a really small handful of traits as the only mechanical differences between classes (attack, saves, defense, hit points)-- traits with only come in 3 or 4 different options-- creating a means to tailor these aspects of a character can be really simple and clean, rather than the messy point-buy calculatorfests you see in other systems.</p><p></p><p>Given the rationales behind other aspects of this project, I think classes would be a big step backwards for you.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 3694876, member: 24719"] Here's a crazy idea-- don't have any. Seriously, if you are doing away with talents, the only classes you have are attack guy, hit points guy, defense guy, and skill guy-- maybe saves guy if you're feeling saucy that day. Sure, if you add "Reputation guy" (what a great class that would be), these basically map to the six Modern core classes, but is that a good thing? If talents are just feats for specialized roles, it seems like the rationale for getting rid of them is that Modern characters do not necessarily conform to the extremely focused archetypes that Fantasy characters do. If this is the case, then having classes-- a form of these specialized roles-- seems like a regression. My opinion is kind of a matter of public record already, because [I]The Versatile Hero[/I] (and, yeah, I know I keep referencing my own work, but only because I ended up putting so much thought into Modern over the years, much of it unused) is essentially a classless character generation system for Modern. Basically, I think a simple bit of customization in character creation would be better than an arbitrary spread of archetypes for a game designed to tackle multiple genres and settings. I don't know if you'd do it in remotely the same way I did, but just to illustrate my point I'll put up a temporary link to a doc of Versatile Hero, stripped down to only MSRD-derived open content and OGL notice: [URL=http://gameslab.wikidot.com/local--files/start/VERSATILE_HERO_Open_Content.rtf]http://gameslab.wikidot.com/local--files/start/VERSATILE_HERO_Open_Content.rtf[/URL] I'm not trying to say you should use what I did, but I think it demonstrates that, since a system like Modern boils down to a really small handful of traits as the only mechanical differences between classes (attack, saves, defense, hit points)-- traits with only come in 3 or 4 different options-- creating a means to tailor these aspects of a character can be really simple and clean, rather than the messy point-buy calculatorfests you see in other systems. Given the rationales behind other aspects of this project, I think classes would be a big step backwards for you. [/QUOTE]
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