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d20 Modern: What Would you change part II
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<blockquote data-quote="Mokona" data-source="post: 3702623" data-attributes="member: 24891"><p>The <em>Modern d2.0</em> ideas you present aren't what I'd choose but I want to say thanks. You definitely got me to consider some new concepts. I prefer <em>Saga</em> and in trying to come up with points I stumbled upon the following idea...</p><p></p><p><u><strong>Breaking down a character in to its constituent parts</strong></u></p><p></p><p>1. Initial abilities</p><p>The six attributes (Str, Dex, Con, Int, Wis, and Cha) are one of the fundamental starting abilities that are rarely, if ever, replaced. Character species also falls into this category.</p><p></p><p>2. Abilities that automatically scale with level</p><p>These abilities increase as the character increases in level but require no individual choices. In standard <strong>d20</strong> the only choice that affects these progressions is which Class to take at each character level. These include Base Attack Bonus, saving throws, defense, Hit Dice, Action Points, reputation, and Caster Level. Could also include new progressions such as magic rating (magic-equivalent BAB), wealth, or initiative bonus.</p><p></p><p>3. Temporary benefits</p><p>Abilities that characters only receive while they’re a current or active member of some group. It seems like your occupations offer something like this while <strong>D20 Modern</strong> and <strong>Dungeons & Dragons</strong> don’t really use this except with equipment.</p><p></p><p>4. One time choices</p><p>Feats and talents are essentially “pick your special ability” choices each time you receive one. Once you’ve made the decision it’s locked in. They often represent some game rules to which you gain access (Craft Wondrous Item, Spring Attack, &c) or change the way default rules apply to your character (Weapon Proficiency).</p><p></p><p>5. Continuous (or stacking) choices</p><p>The best example here is skill points (a system I’d replace with Trained vs. Untrained). For some players in <strong>D&D</strong> these are effectively #2: abilities that scale with level. For others it’s a mix of improving some highly effective skills, being a generalist, or gaining new proficiency with others. This category is similar to and could have been considered part of #4: one time choices. For example, attribute increases could be considered part of stacking choices but they only happen every 4th level so I’d put them in #4 above.</p><p></p><p><u><strong>Application</strong></u></p><p></p><p>I see how a major change could work given the outline above. Classes could be divorced from any ability that isn’t strictly a level-based progression chart. Then occupations could carry the flavor of skill points, skill selection, and temporary benefits. You’ve already stated that every character gets a Feat at each level so that’s automatic to all characters just like attribute increase are already.</p></blockquote><p></p>
[QUOTE="Mokona, post: 3702623, member: 24891"] The [i]Modern d2.0[/i] ideas you present aren't what I'd choose but I want to say thanks. You definitely got me to consider some new concepts. I prefer [i]Saga[/i] and in trying to come up with points I stumbled upon the following idea... [u][b]Breaking down a character in to its constituent parts[/b][/u] 1. Initial abilities The six attributes (Str, Dex, Con, Int, Wis, and Cha) are one of the fundamental starting abilities that are rarely, if ever, replaced. Character species also falls into this category. 2. Abilities that automatically scale with level These abilities increase as the character increases in level but require no individual choices. In standard [b]d20[/b] the only choice that affects these progressions is which Class to take at each character level. These include Base Attack Bonus, saving throws, defense, Hit Dice, Action Points, reputation, and Caster Level. Could also include new progressions such as magic rating (magic-equivalent BAB), wealth, or initiative bonus. 3. Temporary benefits Abilities that characters only receive while they’re a current or active member of some group. It seems like your occupations offer something like this while [b]D20 Modern[/b] and [b]Dungeons & Dragons[/b] don’t really use this except with equipment. 4. One time choices Feats and talents are essentially “pick your special ability” choices each time you receive one. Once you’ve made the decision it’s locked in. They often represent some game rules to which you gain access (Craft Wondrous Item, Spring Attack, &c) or change the way default rules apply to your character (Weapon Proficiency). 5. Continuous (or stacking) choices The best example here is skill points (a system I’d replace with Trained vs. Untrained). For some players in [b]D&D[/b] these are effectively #2: abilities that scale with level. For others it’s a mix of improving some highly effective skills, being a generalist, or gaining new proficiency with others. This category is similar to and could have been considered part of #4: one time choices. For example, attribute increases could be considered part of stacking choices but they only happen every 4th level so I’d put them in #4 above. [u][b]Application[/b][/u] I see how a major change could work given the outline above. Classes could be divorced from any ability that isn’t strictly a level-based progression chart. Then occupations could carry the flavor of skill points, skill selection, and temporary benefits. You’ve already stated that every character gets a Feat at each level so that’s automatic to all characters just like attribute increase are already. [/QUOTE]
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