Exalted d20?

If WW were going to publish any product with alternate rules, I think they would stick to GURPS. That is what they have done in the past. Think about it: they are both skill based systems, both employ advantages and disadvantages, etc. D20 does not support this stuff.

BESM d20 was either a horrible mistake or a shamless attempt to capitalize on the profitability of d20 zombies while selling out their far superior tri-stat system. Or was it an attempt to get the d20 people to consider playing the tri-stat system...?
 

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epochrpg said:
If WW were going to publish any product with alternate rules, I think they would stick to GURPS. That is what they have done in the past. Think about it: they are both skill based systems, both employ advantages and disadvantages, etc. D20 does not support this stuff.

BESM d20 was either a horrible mistake or a shamless attempt to capitalize on the profitability of d20 zombies while selling out their far superior tri-stat system. Or was it an attempt to get the d20 people to consider playing the tri-stat system...?

Holy crap! It's Funksaw!
 

epochrpg said:
If WW were going to publish any product with alternate rules, I think they would stick to GURPS. That is what they have done in the past.

Technically, WW has never published any GURPS books; SJG licensed and published the WoD conversion books.

There was also an apparent falling out between important members of the two companies, which is why there was never a GURPS Wraith, GURPS Werewolf Companion, etc.

Thus, I doubt WW would go with GURPS. (Besides, they *are* going with d20 -- Aberrant, Trinity, and Adventure all have d20 versions out or coming out.)
 

Take D&D
Add:
High powered feats fueled from some sort of pool.

You know, like psionics?

Only - everyone has these. Kinda like a mandatory Gestalt-psion campaign.
 


If Exalted d20 is ever created (heaven forbid it from ever happening) then they would have to come up with some very unique classes, and to keep the feel of Exalted the same (or come as close as possible), these classes should be designed more like Lone Wolf's classes are than standard. No Feats, just class abilities and charm-like powers when they level up. Keep Charms split among trees, and each level the Exalt can pick a new charm/gain essence/get class ability. They would also have to keep in the Backgrounds mechanic, it is used very well in Exalted, and adds to the game. And it would have to keep the Virtues, and the Limit Breaks.
 

DanMcS said:
I wasn't responding to GJJJ, I was responding to thoughtbubble. The feel of exalted is powerful people doing legendary things, which can be simulated out-of-the-box with high level D&D. No tweaks needed. There is very little difference between a high-level D&D game and a starting exalted game, which makes me laugh when white-wolf lovers complain about D&D being for powergaming.

Thoughtbubble asked about those mechanics specifically, and said they couldn't be replicated in a d20 game, which is nonsense.


Excuse me for being less polite than I could have been, but it's been one heck of a rough day.

I hate when people call me silly, put words in my mouth, say there's an answer, and then gloss over the most difficult part of my questions. First. I never said that those mechanics couldn't be replicated in a d20 game. I see that it could look that way, but I meant those as examples of underlying portions of the system that would need to be brought across. Second. Parry vs Dodge. Not "How do I make a D20 system compatible parry?" That's simple. Let me be explicit this time. How about "How do I meaningfully make a mechanical separation between parrying and dodging as defensive skills that signifignatly parallels the existing system while keeping both as explicit actions and maintaining the integrity of the hightest number of charms created for the game and/or best facilitating the creation of new charm trees with the fewest possible reprecussions across the rest of the system?" And yes, you can answer the question, but do you want to? How many questions do you want to answer? When does it stop being worth it? When is it easier just to pick up the exalted core book and use that? When is it easier to just tweak D&D to work with the portions of Exalted you like?

I said that I wasn't enthused, and that the game systems have distinctly different feels. Feats aren't quite "activate one variably scaling power drawing ability per turn". Sure, they could be, sure you can MAKE it work. But when does it cease becoming worth it?

And, I'm no D20 publisher, but I'm pretty sure BAB is INTEGRAL to conforming to the D20 stystem. Like, you can't not have it. It must be there. Along with the stats Str, Dex, Con, Int, Wis, Cha, and no others...
Of course, looking online for said assumption just turned up nothing of the sort. So, If you can change those sorts of things, and still run something as D20, then it wouldn't be too bad (except converting all the altered charms, and the relationships therin, and now back to my initial point).

Seriously. The best way to do D20 exalted is to pick your favorite D&D game, give everyone tons of stat-points, max HP at every level, add virtues and will power and stunts, make judicious use of extras, and use the books as campaign source. Sure, you'd be building most of it yourself, and doing some seat of the pants DMing, but that'd exsist in any home port (in one fashion or another) anyway.

And if the problem is in changing from roll XD10 to 1D20+adds, I'd say try it and see how it goes. In that case, yeah, a conversion would be pretty easy. Though the exalted would probablly be numerically less tough.

In most cases though, I'd say don't bother converting at all, or steal the setting and concept and use your favorite rules with one or two small tweaks. Though if you'd like to talk about how to make D&D feel more like Exalted, I'm all up for that.

And finally, system does matter, but that's a different debate.
 

I think I'd wait to see d20 Aberrant and then work with whatever's coming from there. Aberrant and Exalted have similar takes on things (if they've got rather different scales). We ran our first "Exalted" game before it even came out under the assumption that it was just going to be fantasy Aberrant, surprisingly it wasn't much different from the Exalted game we played once we had the rules really, except we had more setting baggage and we felt a bit cheated in power level. ;)

Anyways, off to check out d20 Aberrant *drool*
 

No, I'm Funksaw!

Looking over at BESM d20, I don't think it's as silly a move as I first thought it was, but mostly because it isn't the product that I thought it was.

BESM was a generic game with a general bias towards rules-light and anime conventions. BESM d20 is not a generic game - it's a game which supports the "final fantasy" mish-mash style of anime where the mecha pilot, magical girl, and ninja team up to fight teh evil. Which is fine by me - for what it does, it does it very well - it just does different things than the BESM Tri-Stat system does.

That said, I thought that the Adventure d20 conversion was faithful to d20 more than it was faithful to Adventure. I wasn't expecting much. I do think the new rules that they added especially regarding "types" of dramatic editing should have been back-ported in some sort of PDF addendum for those who purchased the original product - but WW didn't think to do that.

And as for Exalted d20? I don't think it would work, for a number of reasons:

1) Exalted characters tend to hit more often than miss... a rough equivilant would be if your typical Exalted starting character had +5s and +6s in stats, and +13/14 in skills - but even then it wouldn't really work out. No matter what level you're playing at (precisely because the difficulties get harder when you face greater challenges,) a single d20 has a very large range of possibilities, and each of those possibilities are equally likely. Hero/GURPS/Fudge, on the other hand, have a large range of possibilities but numbers in the middle of that range tend to come up more often, allowing for some predictability. Storyteller tends to have a large range of possibilities, but the system gets more predictable the more skilled your character becomes (something unique to dicepool systems.)

I'm not saying that it -shouldn't- be done, I'm saying that it would be difficult.

If you're adamant on going ahead, I'd suggest working from M&M as a base - the "damage save" mechanic emulates the storyteller "the more skill you have the more damage you potentially do" fair enough, and instead of porting over complete charms from the beginning, I'd suggest deciding what each charm does as each character picks it or it comes into play. Some charms, like Avoidance Kata, won't have much effect, other charms would.

I'd also avoid assuming that +1 die in Exalted equals +1 to-hit in d20... a +1 die increases chances of success a great deal, in d20, not so much. I'd suggest that any charm that gives +1 die to anything add +3 to the to-hit (and anything that adds "successes" to anything a +6 to the to-hit.) YMMV.
 

Nightchilde-2 said:
IMHO, no.

The rules are a huge bit of Exalted's flavor. To cram them into a d20 framework would do the game a huge disservice.

Again, all IMHO.
Yes, that is correct, D20 cannot and should be used for this setting...it will not work.
 

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