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Dark*Matter: d20M vs M&M
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<blockquote data-quote="Jarval" data-source="post: 1233259" data-attributes="member: 421"><p>Having been directed to this thread by Thomas Hobbes, I thought I'd add my £0.02 <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=":)" /> A quick note about the game I'm running: It's D20 Modern with Dark*Matter elements, not Dark*Matter D20. As such, it's a little less gritty than the standard Dark*Matter setting, and has overall a higher magic/supernatural level.</p><p></p><p>If you're aiming to run Dark*Matter ala Alternity, I'd use the D20 Modern rules, but make a few key choices:</p><ul> <li data-xf-list-type="ul">Use lower end point buy. Around about the 25 point mark should work nicely if you're aiming less for the action hero and more for average Joe characters.</li> <li data-xf-list-type="ul">Pick the advanced classes with supernatural abilities you use very carefully. For Dark*Matter, I'd be inclined to strip it down to just the Occultist and Telepath. Even if you decide to go a higher magic route, don't include the Acolyte. Magical healing runs counter to the feel of Dark*Matter (for me, anyway).</li> <li data-xf-list-type="ul">Use your Alternity books. The conversion guide Thomas Hobbes linked to above is very handy, and combined with the Menace Manual should cover all of your creature needs <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=":)" /></li> <li data-xf-list-type="ul">Want combat to be more dangerous? Up the Fort save DC to resist massive damage to the 20-25 range. It can make your players never want to get into a firefight...</li> </ul><p>Hope these thoughts are some help.</p></blockquote><p></p>
[QUOTE="Jarval, post: 1233259, member: 421"] Having been directed to this thread by Thomas Hobbes, I thought I'd add my £0.02 :) A quick note about the game I'm running: It's D20 Modern with Dark*Matter elements, not Dark*Matter D20. As such, it's a little less gritty than the standard Dark*Matter setting, and has overall a higher magic/supernatural level. If you're aiming to run Dark*Matter ala Alternity, I'd use the D20 Modern rules, but make a few key choices: [list][*]Use lower end point buy. Around about the 25 point mark should work nicely if you're aiming less for the action hero and more for average Joe characters. [*]Pick the advanced classes with supernatural abilities you use very carefully. For Dark*Matter, I'd be inclined to strip it down to just the Occultist and Telepath. Even if you decide to go a higher magic route, don't include the Acolyte. Magical healing runs counter to the feel of Dark*Matter (for me, anyway). [*]Use your Alternity books. The conversion guide Thomas Hobbes linked to above is very handy, and combined with the Menace Manual should cover all of your creature needs :) [*]Want combat to be more dangerous? Up the Fort save DC to resist massive damage to the 20-25 range. It can make your players never want to get into a firefight...[/list] Hope these thoughts are some help. [/QUOTE]
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