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DarkMatter d20?
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<blockquote data-quote="EarthsShadow" data-source="post: 293409" data-attributes="member: 3531"><p><strong>I agree...</strong></p><p></p><p>I agree with you vturlough...in the end, it wouldn't be exactly the same, and if they OGL's Alternity rules system then that would be awesome, but they won't. In time, someone out there will do a complete conversion of Alternity, and well if it is bound to happen, it might as well be those of us who love the game.</p><p></p><p><strong>Stun/Wound/Mortal and Fatigue points.</strong> </p><p></p><p>This could be possible instead of using vitality and wounds. Set Stun and Wound equal to CON x 1.5, Mortal equal to CON and Fatigue could be worked in somehow also.</p><p></p><p><strong>Complex skills checks.</strong> </p><p></p><p>I think this is possible just by saying that a person is doing something so complex that they need to get a certain number of success within a certain length of time or else BOOM!... If a person rolls a critical success then it counts as two success, If a critical failure then something bad happens.</p><p></p><p><strong>Complex results (M/O/G/A)</strong> </p><p></p><p>It might be possible with some skills, not all though, to set it up like this. Let's say a target number is 15. If you fail within 5, then its Marginal, success up to 25 is Ordinary, 26-30 is Good, 31+ is Amazing. Natural 20 is considered Amazing also. </p><p></p><p>The only instance in which this might not work is combat. </p><p></p><p><strong>"Level" seems to be more important here, although if things only go up by skill points, than it would be correct. </strong> </p><p></p><p>Level is used to keep track of how many character points, or achievement points, a person gets. Then, once they get the Achievement points, they spend them on skills and achievements. In keeping with the flavor of Alternity, the current Feat and Ability system would have to be abolished and the only way to get extra's would be through the purchase of Achievements. </p><p></p><p>The only other thing I would add is that different classes would have their own unique special abilities that they can purchase achievements in. </p><p></p><p>Example: Tech Op - things like Skill Emphasis (in class skill), Research, Expert Piloting, Gadgets, Instant Skill Mastery in Primary Ability skill, Increased Learning, Tech Specialty, Jury-rig specialties, Adaptability (getting a cross-class skill as a class skill), Bonus Feat (from a select list).</p><p></p><p>Free Agent - things like Skill Emphasis (in class skill), Uncanny Dodge, Evasion, Heart - Focus (using SW term for now), Lucky, Precise Attack, Increased Learning, Fast Movement, Improvisation, Lead, Intuition, Adaptability (getting a cross-class skill as a class skill), Bonus Feat (from a select list).</p><p></p><p>So, these classes will be different, but unique and versatile, and I will also plan on including careers that have select skill packages and equipment packages to show this off.</p><p></p><p>In the end, though, it would be a d20 version of the game and not the same game, but at least it won't be a standard d20 game either and it will break the mold that d&d 3rd edition has set for us to follow.</p></blockquote><p></p>
[QUOTE="EarthsShadow, post: 293409, member: 3531"] [b]I agree...[/b] I agree with you vturlough...in the end, it wouldn't be exactly the same, and if they OGL's Alternity rules system then that would be awesome, but they won't. In time, someone out there will do a complete conversion of Alternity, and well if it is bound to happen, it might as well be those of us who love the game. [B]Stun/Wound/Mortal and Fatigue points.[/B] This could be possible instead of using vitality and wounds. Set Stun and Wound equal to CON x 1.5, Mortal equal to CON and Fatigue could be worked in somehow also. [B]Complex skills checks.[/B] I think this is possible just by saying that a person is doing something so complex that they need to get a certain number of success within a certain length of time or else BOOM!... If a person rolls a critical success then it counts as two success, If a critical failure then something bad happens. [B]Complex results (M/O/G/A)[/B] It might be possible with some skills, not all though, to set it up like this. Let's say a target number is 15. If you fail within 5, then its Marginal, success up to 25 is Ordinary, 26-30 is Good, 31+ is Amazing. Natural 20 is considered Amazing also. The only instance in which this might not work is combat. [B]"Level" seems to be more important here, although if things only go up by skill points, than it would be correct. [/B] Level is used to keep track of how many character points, or achievement points, a person gets. Then, once they get the Achievement points, they spend them on skills and achievements. In keeping with the flavor of Alternity, the current Feat and Ability system would have to be abolished and the only way to get extra's would be through the purchase of Achievements. The only other thing I would add is that different classes would have their own unique special abilities that they can purchase achievements in. Example: Tech Op - things like Skill Emphasis (in class skill), Research, Expert Piloting, Gadgets, Instant Skill Mastery in Primary Ability skill, Increased Learning, Tech Specialty, Jury-rig specialties, Adaptability (getting a cross-class skill as a class skill), Bonus Feat (from a select list). Free Agent - things like Skill Emphasis (in class skill), Uncanny Dodge, Evasion, Heart - Focus (using SW term for now), Lucky, Precise Attack, Increased Learning, Fast Movement, Improvisation, Lead, Intuition, Adaptability (getting a cross-class skill as a class skill), Bonus Feat (from a select list). So, these classes will be different, but unique and versatile, and I will also plan on including careers that have select skill packages and equipment packages to show this off. In the end, though, it would be a d20 version of the game and not the same game, but at least it won't be a standard d20 game either and it will break the mold that d&d 3rd edition has set for us to follow. [/QUOTE]
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