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d20 Supers - design questions
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<blockquote data-quote="Morrus" data-source="post: 55364" data-attributes="member: 1"><p>I'm having a bit of a conceptual problem designing this.</p><p></p><p>The problem is the 'generic' nature of the rules. Thye are supposed to be an add-on to your d20 system game, whatever game that may be. This is achieved by keeping the new mechanics fairly simple - templates and 'superfeats'. No alteration to existing rules, since different games have different rules - but all d20 games can have templates and 'superfeats' added on top.</p><p></p><p>Howver, here's the problem...</p><p></p><p>As a 'generic' system, it needs to avoid use of any setting-specific content. Technology, as you know, is a big thing in superhero comic books - but these all depend on a modern day or futuristic setting. </p><p></p><p>So, by including a large setting on superhero technology (power-armours, ray guns, freeze guns and other staples), we are already devoting a large section of the book to a presumed 'type' of setting.</p><p></p><p>So - how do you want to see this handled? The options, as I see them are:</p><p></p><p>1) Include technology. It may take up a lrge part of the book. This means thatpart of the book will be useless to some people who intend to use the rules in a medieval game (for example).</p><p></p><p>2) Do not include technology. You can grab the tecnology form your d20 game (ray guns from Dragonstar, things from d20 Modern or d20 Judge Dredd or whatever you're playing).</p><p></p><p>3) Include technology but - here's the odd bit - don't describe it as technology. Instead, just say what it does - without saying how it does it. Your GM can then describe it from a techno viewpoint, a magic viewpoint or whatever he like.</p><p></p><p>To illustrate whatI mean for this last option, we could take a supers staple - power armour which allows flight. We'd describe it thus (very roughly and stripped down):</p><p></p><p><strong>Power Armour</strong></p><p></p><p><em>This armour gives a DR of xxxx / gives an AC bonus of xxx. It allows you to use the Flight superfeat.</em></p><p></p><p>Your GM then adds the rest. e.g., he says:</p><p></p><p><em>The flight effect is created via a jetpack fixed to the back of the armour</em></p><p></p><p>or...</p><p></p><p><em>The flight effect is achieved via magical enchantments in the armour/</em></p><p></p><p>Or whatever.</p><p></p><p>Continuing that thought - perhaps each of the items could have a couple of alternate descriptions designed to cover any genre. The mechanics are the same - it's just the fluff/descriptive text which changes.</p><p></p><p>Your opinions? What would you like to see us do with this?</p></blockquote><p></p>
[QUOTE="Morrus, post: 55364, member: 1"] I'm having a bit of a conceptual problem designing this. The problem is the 'generic' nature of the rules. Thye are supposed to be an add-on to your d20 system game, whatever game that may be. This is achieved by keeping the new mechanics fairly simple - templates and 'superfeats'. No alteration to existing rules, since different games have different rules - but all d20 games can have templates and 'superfeats' added on top. Howver, here's the problem... As a 'generic' system, it needs to avoid use of any setting-specific content. Technology, as you know, is a big thing in superhero comic books - but these all depend on a modern day or futuristic setting. So, by including a large setting on superhero technology (power-armours, ray guns, freeze guns and other staples), we are already devoting a large section of the book to a presumed 'type' of setting. So - how do you want to see this handled? The options, as I see them are: 1) Include technology. It may take up a lrge part of the book. This means thatpart of the book will be useless to some people who intend to use the rules in a medieval game (for example). 2) Do not include technology. You can grab the tecnology form your d20 game (ray guns from Dragonstar, things from d20 Modern or d20 Judge Dredd or whatever you're playing). 3) Include technology but - here's the odd bit - don't describe it as technology. Instead, just say what it does - without saying how it does it. Your GM can then describe it from a techno viewpoint, a magic viewpoint or whatever he like. To illustrate whatI mean for this last option, we could take a supers staple - power armour which allows flight. We'd describe it thus (very roughly and stripped down): [b]Power Armour[/b] [i]This armour gives a DR of xxxx / gives an AC bonus of xxx. It allows you to use the Flight superfeat.[/i] Your GM then adds the rest. e.g., he says: [i]The flight effect is created via a jetpack fixed to the back of the armour[/i] or... [i]The flight effect is achieved via magical enchantments in the armour/[/i] Or whatever. Continuing that thought - perhaps each of the items could have a couple of alternate descriptions designed to cover any genre. The mechanics are the same - it's just the fluff/descriptive text which changes. Your opinions? What would you like to see us do with this? [/QUOTE]
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