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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2332852" data-attributes="member: 12332"><p>At first I really didn't like d20 Future.</p><p></p><p>But after a while it grew on me. I think one of its design plusses is one of the philosophies of D&D ... fast, casual gaming.</p><p></p><p>You can put together a game very quickly with the rules in the book. They're not PERFECT, but they're functional ... and if you know 3.5 and d20 Modern, then they're all pretty quickly picked up.</p><p></p><p>I've found that ease of understanding and teaching is valuable when you're trying to get a group to try something. I spent two months lovingly putting together Star*Drive for d20M to run an Externals War campaign ... that then fell apart on me before we ever got a chance to play. If I wanted to do Mecha I could do it tomorrow. It wouldn't be a perfect loving recreation of Battletech, but it would be there and done and we could play it right away.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2332852, member: 12332"] At first I really didn't like d20 Future. But after a while it grew on me. I think one of its design plusses is one of the philosophies of D&D ... fast, casual gaming. You can put together a game very quickly with the rules in the book. They're not PERFECT, but they're functional ... and if you know 3.5 and d20 Modern, then they're all pretty quickly picked up. I've found that ease of understanding and teaching is valuable when you're trying to get a group to try something. I spent two months lovingly putting together Star*Drive for d20M to run an Externals War campaign ... that then fell apart on me before we ever got a chance to play. If I wanted to do Mecha I could do it tomorrow. It wouldn't be a perfect loving recreation of Battletech, but it would be there and done and we could play it right away. --fje [/QUOTE]
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