buzz
Adventurer
If we ever see a second edition of d20M, what kinds of changes would you like to see made?
My list:
1. Replace the current FX rules with a feat/skill system akin to those presented in GR's The Psychic's Handbook or SWd20. An action-point-based system like that shown in Poly's treatment of Dark*Matter might be neat, too. Throw in some FX feats that allow for low-level "superpowers" for especially cinematic or Pulp-style campaigns. Leave it up to the GM to decide if FX is defined as "psionics," "magic," or "Pulp-y goodness."
2. Ditch all of the D&D stuff and save it for Urban Arcana. Instead, focus the creatures & opponents chapter on modern action/adventure tropes: thugs, mooks, ninjae, unstoppable serial killers, homicidal androids, Buffy-esque vamps/demons/creatures, Romero-style zombies, etc. With FX items, don't just 'port over stuff from the DMG. How about high-tech devices that are essentially "FX" in a modern campaign?
3. Better handling of guns.
4. Different way of handling nonlethal damage. I have no idea whether d20M's take on nonlethal damage is "broken" or not; I've seen good arguments for both sides. The upshot, to me, is that there must be a better way, even if it's to just make it the same as D&D for consistency's sake.
5. More feats. More talent trees. Steal the Talented feat from M&M so that we don't need 14 different "add +2 to two skills" feats.
6. No sample campaign settings. Maybe include one sample adventure, as long as it's really, really good (e.g., D*M's "Exit 23").
7. Throw in some optional sanity/madness rules. Steal liberally from Unknown Armies.
8. More equipment. Steal the "What's in a..." sidebars from Urban Arcana.
9. More Kalman Andrasovfsky artwork.
10. Oh, and release an updated version of Dark*Matter as a core setting.
That's about all I can think of. You?
My list:
1. Replace the current FX rules with a feat/skill system akin to those presented in GR's The Psychic's Handbook or SWd20. An action-point-based system like that shown in Poly's treatment of Dark*Matter might be neat, too. Throw in some FX feats that allow for low-level "superpowers" for especially cinematic or Pulp-style campaigns. Leave it up to the GM to decide if FX is defined as "psionics," "magic," or "Pulp-y goodness."
2. Ditch all of the D&D stuff and save it for Urban Arcana. Instead, focus the creatures & opponents chapter on modern action/adventure tropes: thugs, mooks, ninjae, unstoppable serial killers, homicidal androids, Buffy-esque vamps/demons/creatures, Romero-style zombies, etc. With FX items, don't just 'port over stuff from the DMG. How about high-tech devices that are essentially "FX" in a modern campaign?
3. Better handling of guns.
4. Different way of handling nonlethal damage. I have no idea whether d20M's take on nonlethal damage is "broken" or not; I've seen good arguments for both sides. The upshot, to me, is that there must be a better way, even if it's to just make it the same as D&D for consistency's sake.
5. More feats. More talent trees. Steal the Talented feat from M&M so that we don't need 14 different "add +2 to two skills" feats.
6. No sample campaign settings. Maybe include one sample adventure, as long as it's really, really good (e.g., D*M's "Exit 23").
7. Throw in some optional sanity/madness rules. Steal liberally from Unknown Armies.
8. More equipment. Steal the "What's in a..." sidebars from Urban Arcana.
9. More Kalman Andrasovfsky artwork.

10. Oh, and release an updated version of Dark*Matter as a core setting.
That's about all I can think of. You?
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