Exactly what makes a game d20

Shard O'Glase

First Post
I'm kinda curious how far can you stray from the rules in D&D and keep the game d20 under the OGL. Star Wars had many differences and still id D20, but it was very similar still in many ways. Like could you roll the attack roll system into skills, like have a slashing weapon skill for example, and basically removed BAB from the game. Do you have to have feats, or could you completely alter feats.
 

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Bran Blackbyrd said:
I'm pretty sure it's that mesquite smoked flavor that makes a game D20. Have you licked the Wheel of Time CS lately?

Nah, that can't be it. I tasted Call of Cthulhu d20, and it certainly wasn't BBQ-flavored.

[Ralph Wiggam]
Tastes like... burning!
[/Ralph Wiggam]
 

Shard O'Glase said:

I'm kinda curious how far can you stray from the rules in D&D and keep the game d20 under the OGL. Star Wars had many differences and still id D20, but it was very similar still in many ways. Like could you roll the attack roll system into skills, like have a slashing weapon skill for example, and basically removed BAB from the game. Do you have to have feats, or could you completely alter feats.
There is no hard rule. I think when you look at your product and ask yourself, "If I see this on the stores and pick it up, will this product have the same feel as any other d20 product out there? Does it retain some of the famiiliar signature rules elements, like the abilities (Str, Dex, Con, Int, Wis, Cha) or the class/level markup?"

If you have playtester ask them these same questions. Also ask if the playtester is also a d20, if there is any difficulty of learning your game.

If you want to slap a d20 logo on your product, then by following the restrictions and limited use in the Guide, your product will retain the basic familiarity of the system.

If you don't want to slap d20 logo but use the OGL, then there is no reason to retain some familiarity because most likely your product will be a complete, standalone game. Customers who pick up your product will have to learn the rules of your game because you're going to provide the instructions including a character creation rules (which would be a no-no if you're applying the above trademark license).
 

d20 DC mechanic, ability scores, skills and feats

IMHO thats it.

Make Attack a skill make saves skills too or maybe feats
 

Thanks for the responces or at least the last 2 responces. I have an idea for a game, and I'm not sure if it would still be a d20 game with all the rules I'm thinking of.

For example classes are more of a starting template, all these "classes" gain same HP, and skill points. What your class determines is starting set feats.

Feats no longer give special abilities they now give access to class skills. feats with pre-req feats will give access to more advanced skills.

Things we are used to seeing as feats are actually aquired through the skill system. Not sure the exact numbers but if you take slashing weapons as a skill at 5 ranks you might get to choose from weapon focus, quick draw, power attack, and expertise.(number of attack also determined by rank) Magic skills the same idea but ranks give access to two things some feat like bonuses, and spells. you actually have to roll for a spell to at least fully suceed you DC is the targets appropriate save skill+10.

As mentioned slahing weapons is a skill so you attack roll is based on a skill and not BAB.

Defense, saves etc are beased on a skill which a fixed roll of 10.

As mentioned in the begining classes are moe like templates, basically they will describe your training, you get a couple set feats based on starting class and one feat to choose for basically additional class skills which can be used to focus more in your class or to spread your class concept out a bit more. There isn't any multiclassing because as you gain feats you choose where they go. If you follow the template well good for you, you are a classic fighter/rogue/wiz etc. but you can break the mold and pick up some magic as a fighter, or pick up some fighting skills as a wizard etc.
 

Have you considered using Spycraft half actions and full actions? That way you can rid of the multiple attacks due to BAB (or in your case, combat skill rank). After all, a single attack is a half action, and you can perform two half actions per round.

I like the idea of acquiring free "talents" based on every 5 skill rank you gain in each weapon or combat skill. For example, if you have Blade skill rank of 5, you have the option of using Power Attack, Expertise, etc., and when you gain skill rank of 10, you gain a new talent. Of course, you should prepare the list of talents for each weapon skill.

Sorry, I'm tend to say things right off the top of my head, then later forget it.
 


Actually, Shard wants to know how much can he keep the rules system as close to d20 as possible while tweaking the mechanics to suit the flavor of his game.

It is assumed that he will comply with the licenses, both or just the OGL.

Correct me if I'm wrong, Shard.
 
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The d20 license has some specific restrictions that are spelled out in the d20 systems guide. As long as you do not deviate from those, you are ok.
 

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