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<blockquote data-quote="Greg K" data-source="post: 5769974" data-attributes="member: 5038"><p>1. True20 Conviction/M&M Hero Points</p><p>2. M&M Complications- award Hero Points when they come into play.</p><p>3. Savage Worlds Tricks and Tests of Will</p><p>4. Powers/Spells, at the basic level, handled similar to Savage Worlds, Hero, M&M, and Tri Stat. Too many D&D spells were worthless in my opinion. They are just variation of other spells (e.g, a slightly different bonus to hit and/or AC, the addition of those to the other or a spell with just a different appearance) or the fluff does not fit my campaigns. Lets just narrow down to basic generic effects and let the DM/players work it what it looks like. </p><p>I am not advocating throwing lots of power modifiers (i.e, advantages and limitations) in the basic game- save them for an appendix for the DM that want the details while keeping it simple for those that don't.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5769974, member: 5038"] 1. True20 Conviction/M&M Hero Points 2. M&M Complications- award Hero Points when they come into play. 3. Savage Worlds Tricks and Tests of Will 4. Powers/Spells, at the basic level, handled similar to Savage Worlds, Hero, M&M, and Tri Stat. Too many D&D spells were worthless in my opinion. They are just variation of other spells (e.g, a slightly different bonus to hit and/or AC, the addition of those to the other or a spell with just a different appearance) or the fluff does not fit my campaigns. Lets just narrow down to basic generic effects and let the DM/players work it what it looks like. I am not advocating throwing lots of power modifiers (i.e, advantages and limitations) in the basic game- save them for an appendix for the DM that want the details while keeping it simple for those that don't. [/QUOTE]
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