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Exactly what makes a game d20
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<blockquote data-quote="Shard O'Glase" data-source="post: 282148" data-attributes="member: 1134"><p>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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> As mentioned slahing weapons is a skill so you attack roll is based on a skill and not BAB.</p><p></p><p> Defense, saves etc are beased on a skill which a fixed roll of 10. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Shard O'Glase, post: 282148, member: 1134"] 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. [/QUOTE]
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