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Dark•Matter D20--how should I go about it?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2605803" data-attributes="member: 12332"><p>Ahhhhhhhhhh .... Insert the cracky-knuckle thing here.</p><p></p><p>This is my one true love in the RPG world.</p><p></p><p>Anyway. If you don't have the Menace Manual yet, go out and buy it. It has, oh, about 3/4 of the Dark*Matter creatures already converted for you, or does when you include the d20M core book with it.</p><p></p><p>For FX ... scrap any AdCs. They're not the same flavor as the original magical traditions, anyway. </p><p></p><p>Unfortunately, for me, there's nothing out there that quite "gets" it. At least for magic. That sort of upset me. The Dark*Matter FX was quite a bit more about flavor than anything else, really. Each tradition was almost its own system, with different methods for getting things done, etc etc. I started to convert all of them to a feats and skills based system, like the original Alternity rules (I.E. a feat to access the skills, then skill points into each "spell" with a gradient map of DCs for "Successes"). I honestly only converted Diabolism because it was what I needed at the time. I would have done each of the systems (may do so still, since I no longer have a group to game with) but there are so many magic systems out there I didn't figure anybody ELSE would be interested in a full-out conversion of magic from an old game system.</p><p></p><p>(Though sometimes I toy with the loving thought of producing a line of PDF products to fully kit out all my droogs out there that want to play D*M with d20. But my layout skills are sorely lacking and I don't know of any publishers out there that would be hot'n'bothered by it. If anybody is, let me know, as I've already got the hard part figured out. Just mostly fluff-writing and playtesting from here out.)</p><p></p><p>But enough about me. Here's a really GOOD suggestion for something that "fits".</p><p></p><p>For replacing Mindwalking, Green Ronin's "Psychic's Handbook" is just about perfect. I used it once for a d20 D*M game and both I and the player using it really enjoyed it. I thought it captured the flavor of the original quite well, and the system worked at being balanced. The great thing about it is, like the MDT system, it's tweakable. You could play a high-powered psychics game ... but for D*M you'll want to leave out the Psychic AdC and leave ALL psychic skills at cross-class rankings. The players can definately get powers, but they'll stay pretty low-end. You'll have to control some powers like Post or Precognition if you want to run good mysteries, but that's true with any psionics system.</p><p></p><p>Anywho ... any other questions? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2605803, member: 12332"] Ahhhhhhhhhh .... Insert the cracky-knuckle thing here. This is my one true love in the RPG world. Anyway. If you don't have the Menace Manual yet, go out and buy it. It has, oh, about 3/4 of the Dark*Matter creatures already converted for you, or does when you include the d20M core book with it. For FX ... scrap any AdCs. They're not the same flavor as the original magical traditions, anyway. Unfortunately, for me, there's nothing out there that quite "gets" it. At least for magic. That sort of upset me. The Dark*Matter FX was quite a bit more about flavor than anything else, really. Each tradition was almost its own system, with different methods for getting things done, etc etc. I started to convert all of them to a feats and skills based system, like the original Alternity rules (I.E. a feat to access the skills, then skill points into each "spell" with a gradient map of DCs for "Successes"). I honestly only converted Diabolism because it was what I needed at the time. I would have done each of the systems (may do so still, since I no longer have a group to game with) but there are so many magic systems out there I didn't figure anybody ELSE would be interested in a full-out conversion of magic from an old game system. (Though sometimes I toy with the loving thought of producing a line of PDF products to fully kit out all my droogs out there that want to play D*M with d20. But my layout skills are sorely lacking and I don't know of any publishers out there that would be hot'n'bothered by it. If anybody is, let me know, as I've already got the hard part figured out. Just mostly fluff-writing and playtesting from here out.) But enough about me. Here's a really GOOD suggestion for something that "fits". For replacing Mindwalking, Green Ronin's "Psychic's Handbook" is just about perfect. I used it once for a d20 D*M game and both I and the player using it really enjoyed it. I thought it captured the flavor of the original quite well, and the system worked at being balanced. The great thing about it is, like the MDT system, it's tweakable. You could play a high-powered psychics game ... but for D*M you'll want to leave out the Psychic AdC and leave ALL psychic skills at cross-class rankings. The players can definately get powers, but they'll stay pretty low-end. You'll have to control some powers like Post or Precognition if you want to run good mysteries, but that's true with any psionics system. Anywho ... any other questions? :) --fje [/QUOTE]
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