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D20 products with rule variations?
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<blockquote data-quote="Aus_Snow" data-source="post: 2985484" data-attributes="member: 29112"><p><a href="http://www.rpgnow.com/product_info.php?products_id=5022&" target="_blank">Ken Hood's Grim n Gritty</a> or <a href="http://true20.com/" target="_blank">Green Ronin's True20</a>. Personally, I favour True20. It's a complete multi-genre system that was built from the ground up to do what it does, rather than an add-on to D&D, no matter how good (and GnG is well made, for all that).</p><p></p><p></p><p>GURPS? Interlock? . . . (OK, they're not d20 <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=";)" />) Iron Heroes makes actions a lot more detailed in combat, and (to an extent) at other times too.</p><p></p><p></p><p>Not really. Check out reviews here, on RPGNet, RPGNow, and other places. Download preview PDFs. Talk to the designers, if possible. Ask specific questions here and/or elsewhere about </p><p>roducts or ideas that you've come across. That's honestly the best advice I can give there.</p><p></p><p></p><p>edit --- No doubt I've forgotten half a hundred. But there's always Unearthed Arcana (by WotC), of course. It contains a multitude of rules variants that are intended to assist in a variety of campaign styles. . . with limited success at times.</p><p></p><p>and there's more.. --- One I certainly missed is the Advanced Player's Guide (by Sword & Sorcery). I should've remembered that one, as I mentioned it in another post on ENworld only a day or so ago. It actually has rules variants covering everything you specified, and quite a bit more. Some of it might (OK, will) need tinkering with, but I still like the book more than most. Or perhaps many people simply haven't heard of it. Either way, I'd suggest checking it out, if you're interested in some very different approaches to D&D.</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 2985484, member: 29112"] [url=http://www.rpgnow.com/product_info.php?products_id=5022&]Ken Hood's Grim n Gritty[/url] or [url=http://true20.com/]Green Ronin's True20[/url]. Personally, I favour True20. It's a complete multi-genre system that was built from the ground up to do what it does, rather than an add-on to D&D, no matter how good (and GnG is well made, for all that). GURPS? Interlock? . . . (OK, they're not d20 ;)) Iron Heroes makes actions a lot more detailed in combat, and (to an extent) at other times too. Not really. Check out reviews here, on RPGNet, RPGNow, and other places. Download preview PDFs. Talk to the designers, if possible. Ask specific questions here and/or elsewhere about roducts or ideas that you've come across. That's honestly the best advice I can give there. edit --- No doubt I've forgotten half a hundred. But there's always Unearthed Arcana (by WotC), of course. It contains a multitude of rules variants that are intended to assist in a variety of campaign styles. . . with limited success at times. and there's more.. --- One I certainly missed is the Advanced Player's Guide (by Sword & Sorcery). I should've remembered that one, as I mentioned it in another post on ENworld only a day or so ago. It actually has rules variants covering everything you specified, and quite a bit more. Some of it might (OK, will) need tinkering with, but I still like the book more than most. Or perhaps many people simply haven't heard of it. Either way, I'd suggest checking it out, if you're interested in some very different approaches to D&D. [/QUOTE]
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