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d20 Modern: What Would you change part II
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<blockquote data-quote="Urizen" data-source="post: 3831771" data-attributes="member: 11673"><p>Hiya Dr. Halflight. This is david Jarvis. Right now I'm hard at work on Vehicles20. Here's an idea of what is changing with regards to vehicles as I strive to create a fun-amped up vehicles supplement for M20.</p><p></p><p>__________________</p><p></p><p><em>The format for vehicle stat blocks has expanded, adding all pertinent information about the vehicle. The new block contains the vehicle’s armor rank, max hard points, and the toughness save, available stunts, potential upgrades, restriction classes sensor suites and defense mechanisms.</em></p><p><em></em></p><p><em>Size determines the vehicle’s Max hard Points, the defense modifier and the toughness modifier.</em></p><p><em></em></p><p><em>Vehicles no longer have hit points. Vehicles now degrade by one or more categories each time the vehicle armor fails toughness save. Succeeding on a toughness save indicates the vehicle’s armor absorbed the damage.</em></p><p><em></em></p><p><em>Hard points have been added to vehicles. Hard points determine how many weapons can be placed on a given vehicle.</em></p><p><em></em></p><p><em>Armor replaces vehicle hardness. Additionally armor has two descriptors; <strong>Weapon immunity and DR.</strong> </em></p><p><em>Weapon immunity indicates which weapons are effective against a given vehicle. This entry scales by armor rank. When weapons actually do damage a vehicle, the Damage Reduction entry determines how much damage reduction applies to any damage the crew/ passengers might suffer.</em></p><p><em></em></p><p><em>Vehicle Maneuverability has changed drastically. A vehicle’s standard maneuverability rating now defines how well the vehicle can maneuver in any given situation and can degrade if components which contribute to the vehicle’s maneuverability (such as tires) take damage.</em></p><p><em></em></p><p><em>Vehicle initiative bonuses now degrade by -1 each time the vehicle’s maneuverability rating drops.</em></p><p><em></em></p><p><em>Stunts are now categorized by vehicle. A penalty to the Vehicles skill check is applied when attempting a stunt not available to a certain vehicle.</em></p><p><em></em></p><p><em>Chase rules have been restructured for speed and simplicity, focusing on dramatic resolution rather than an overly complex rule set which bogs down the game. GM’s will be provided with rules to quickly build exciting, cinematic chase scenes for your game.</em></p><p><em></em></p><p><em>A vehicle construction system has been implemented, allowing you to design new types of vehicles.</em></p><p><em></em></p><p>___________________</p><p></p><p><strong>Magic20</strong> is also going to have alot of really fun stuff. Lately I've been inspired by the <strong>Supernatural</strong> tv series. It's gritty and decidedly_low_magic, which I think fits perfectly into what Charles Rice has in mind. You'll likely see <em>modernized</em> variants on his Legends of Sorcery system. There will be a great deal of focus on rituals, specifically ways to make them easier to use and also ways to make them more applicable to adventuring.</p><p></p><p>For instance, the time it takes to cast a ritual also translates to the length of time a ritual's effect will be active. So say you do a ritual version of Enhance ability. Instead of lasting a minute/level, it might last an hour per level, or maybe even a day per level, depending on how long it takes to perform the ritual.</p><p></p><p>We'll also be handling the creating of charms and minor FX items a bit differently. You'll need a perk to be able to create a specific type of item, but that item will have great utility in the game. The more perks you take, the more types of items you'll be able to create.</p><p></p><p>The types of creatures you'll find are going to be firmly rooted in Folklore and legend. There won't be and Orcs or Ogres in this baby.</p><p></p><p>Overall I think Vehicles20 and Magic20 are going to be a really fun supplements!</p></blockquote><p></p>
[QUOTE="Urizen, post: 3831771, member: 11673"] Hiya Dr. Halflight. This is david Jarvis. Right now I'm hard at work on Vehicles20. Here's an idea of what is changing with regards to vehicles as I strive to create a fun-amped up vehicles supplement for M20. __________________ [I]The format for vehicle stat blocks has expanded, adding all pertinent information about the vehicle. The new block contains the vehicle’s armor rank, max hard points, and the toughness save, available stunts, potential upgrades, restriction classes sensor suites and defense mechanisms. Size determines the vehicle’s Max hard Points, the defense modifier and the toughness modifier. Vehicles no longer have hit points. Vehicles now degrade by one or more categories each time the vehicle armor fails toughness save. Succeeding on a toughness save indicates the vehicle’s armor absorbed the damage. Hard points have been added to vehicles. Hard points determine how many weapons can be placed on a given vehicle. Armor replaces vehicle hardness. Additionally armor has two descriptors; [b]Weapon immunity and DR.[/b] Weapon immunity indicates which weapons are effective against a given vehicle. This entry scales by armor rank. When weapons actually do damage a vehicle, the Damage Reduction entry determines how much damage reduction applies to any damage the crew/ passengers might suffer. Vehicle Maneuverability has changed drastically. A vehicle’s standard maneuverability rating now defines how well the vehicle can maneuver in any given situation and can degrade if components which contribute to the vehicle’s maneuverability (such as tires) take damage. Vehicle initiative bonuses now degrade by -1 each time the vehicle’s maneuverability rating drops. Stunts are now categorized by vehicle. A penalty to the Vehicles skill check is applied when attempting a stunt not available to a certain vehicle. Chase rules have been restructured for speed and simplicity, focusing on dramatic resolution rather than an overly complex rule set which bogs down the game. GM’s will be provided with rules to quickly build exciting, cinematic chase scenes for your game. A vehicle construction system has been implemented, allowing you to design new types of vehicles. [/I] ___________________ [B]Magic20[/B] is also going to have alot of really fun stuff. Lately I've been inspired by the [b]Supernatural[/b] tv series. It's gritty and decidedly_low_magic, which I think fits perfectly into what Charles Rice has in mind. You'll likely see [I]modernized[/I] variants on his Legends of Sorcery system. There will be a great deal of focus on rituals, specifically ways to make them easier to use and also ways to make them more applicable to adventuring. For instance, the time it takes to cast a ritual also translates to the length of time a ritual's effect will be active. So say you do a ritual version of Enhance ability. Instead of lasting a minute/level, it might last an hour per level, or maybe even a day per level, depending on how long it takes to perform the ritual. We'll also be handling the creating of charms and minor FX items a bit differently. You'll need a perk to be able to create a specific type of item, but that item will have great utility in the game. The more perks you take, the more types of items you'll be able to create. The types of creatures you'll find are going to be firmly rooted in Folklore and legend. There won't be and Orcs or Ogres in this baby. Overall I think Vehicles20 and Magic20 are going to be a really fun supplements! [/QUOTE]
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