EarthsShadow said:I don't think Alternity is bad, I like the game. No one else where I live, and I live in a pretty good sized city, wants to play anything else except d20. It doesn't matter what d20 it is, but that's all people around here want to play. So, I feel that as Darkmatter is one of my favorite games and it can easily be d20, but it doesn't have to be the same, why not convert it over?
I know plenty of peopple who like Darkmatter, and want to play it but they do not want to learn a new system. So, its either wait and see and realize that it might not ever get played, or do something about it and make it d20, and yet unique.
EarthsShadow said:No one else where I live, and I live in a pretty good sized city, wants to play anything else except d20. It doesn't matter what d20 it is, but that's all people around here want to play. So, I feel that as Darkmatter is one of my favorite games and it can easily be d20, but it doesn't have to be the same, why not convert it over?
EarthsShadow said:Well, here is what I have come up with game mechanics for the d20 system, and to show that there is another way to use the system than standard...
Character creation will use a priority system: basically, you prioritize your character's initial traits in three categories -
Raw Talent, Educational Background, and Wealth.
Raw Talent will provide initial Ability Points to put into your abilities, Educational Background will provide initial character points to spend on skills and Wealth will provide your starting money.
Once you are done categorizing you pick your class, and then your class will modify the three categories accordingly.
you spend 9 points among three categories: Raw Talent, Educational Level, and Wealth. You are limited to a maximum of 5 points in a single category, and you must put at least 1 point into each category. The categories use the following charts, and once this is figured then the points you put into the categories are then modified by the class you take:
Raw Talent - provides starting ability points
1 28
2 30
3 32
4 34
5 36
*6 38
*7 40
Educational Level - provides starting character points
1 30
2 35
3 40
4 45
5 50
*6 55
*7 60
Wealth - provides starting funds
1 3d8 x 100
2 5d8 x 100
3 6d8 x 100
4 7d8 x 100
5 8d8 x 100
*6 10d8 x 100
*denotes a result that can only be attained if your class modifier takes you up to this result.
Class Modifiers to above categories:
Combat Spec: +2 points to Raw Talent
Free Agent: +1 Point to Educational Level, +1 Point to Raw Talent
Tech Op: +2 points to educational Level
Diplomat: +1 Point to Educational Level, +1 Point to Wealth
Mindwalker: +1 point to Raw Talent, +1 Point to Educational Level
Raw Talent points are spent on Ability Scores as normal, they start at 8 and go up from there if your used to the chart in the DMG.
With your character points, you spend them on skills. Highest rank is 3 at first level. Skills increase incrementally, not just one point per rank. Now, to get a specialty skill to rank 3, it costs 3 character points to increase it to rank 3. 6 points for rank 6, and so on.
If its a class skill, then the cost is 1 point less.
Skills are Broad skills and specialty skills. Broad skills cost 6 CP (5 if class skill), and specialty skills cost 2 to get rank 1, -1 if a class skill.
Spend money accordingly.
Health:
There is Stun, Wound, and Mortal. Stun and Wound are equal to CON x 1.5, Mortal = CON. All weapons have three different damage categories instead of critical multipliers. The three different categories simulates if you successfully do a Ordinary hit, Good hit, or Amazing hit.
Combat can go one of two ways, and playtesting would resolve it.
Either set the DC to 10 for Ordinary, 25 for Good and 40 for Amazing, and then set all situational modifiers and defensive modifiers against the attack roll. Or, have the DC based on the defense of the defender (as normal) and then figure out the Ordinary, Good, and Amazing results for each seperate possible DC.
If you get hit by a Ordinary result, then you take Ordinary damage based on the weapon, and so on...
For each Wound you take, you also lose 1 Stun...for each Mortal you take, you lose 2 Wound and 2 Stun.
Armor is Damage Reduction, does not modify defense at all. Lose your Mortal points, your dead.
When gaining levels:
Each level you gain in a class, you get a number of Character or Achievement Points. The amount you get is based on the following factors:
Educational Level
Level Attained.
Int or Wis modifier - I believe that some people learn one way and some learn another way.
Educational Level
1/2
2/3
3/4
4/5
5/6
6/7
7/8
*number before slash is original points put into Educational level modified by class, number after slash is the number of character points you get each time you gain a level.
Class Level
This is the level you just attained.
2-3/1
4-6/2
7-9/3
10-12/4
13-15/5
16-18/6
19-20/7
*number before slash is level, number after slash is number of character points you get each time you gain a level.
Then add in either your INT modifier or your WIS modifier.
Remember that skills in this system, if your used to Alternity, don't increase on a 1 - 1 ratio. Skills are increased by paying incrementally for the next rank a number of points equal to that rank. So, to go from rank 3 to rank 4 costs 4 CP.
These points can be all spent at once, or saved over the course of time.
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So, if your willing to accept this notion, this is a versatile system and provides a lot of choices available to the player. Of course its not perfect, nothing is, and I am still working on some of the numbers, but this could really work and I am asking for help to figure some of the numbers out and different options.
Also, during character creation, I want to implement a system of flaws for the character to give the character more character points to spend.
Erik Mona said:Don't be surprised to see Dark Matter one of these days. Nothing concrete has happened on that front, yet, but let's just say I'm working on it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.