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<blockquote data-quote="BryonD" data-source="post: 1634912" data-attributes="member: 957"><p>If you are looking to own a custom rule-set for each specific genre, then you may not be the target audience for GT.</p><p></p><p>I don't own Conan or Redline and I am very happy with the toolbox I have that can assist me in playing low magic fantasy or post-apocolyptic or old west or 1920s Mob/PI or ... or ... or..... All without spending more cash or teaching my players how the rules changed this time. </p><p></p><p>I also think you are not judging GT accurately by tying it to D20Modern. Yes, the 6 core classes are adapted from D20Modern. But there is nothing at all implicitly modern about those classes. Modern needed a class system that was more flexible than the "job" based D&D class system. GT recognizes that the flexible aptitude based classes can be applied to any genre. And it goes further even than that. For example, the concept of "class skills" are gone. You get core skill and non-core skills that are tied to the character concept, not the classes. There are tons of little things throughout the book that may frequently not be obvious on casual inspection.</p><p></p><p>Anyway, not trying to convince you that you are wrong. But I do think you may have missed some details. And I get the idea that this may be because you aren't seeing what you WERE looking for. </p><p></p><p>GT offers three core elements (as I personally see it):</p><p>1) A flexible D20 engine ready to handle most any genre</p><p>2) An assumption that the characters abilities make them heroic, not their gear AND</p><p>3) Low to no magic</p><p></p><p>If there is something specific you are looking for outside of that, you may or may not find it, and therefore you may be dissappointed.</p><p></p><p>But the book does an extremely excellent job of doing those three things, in my opinion.</p><p></p><p>EDIT: oops, left out an important word...</p></blockquote><p></p>
[QUOTE="BryonD, post: 1634912, member: 957"] If you are looking to own a custom rule-set for each specific genre, then you may not be the target audience for GT. I don't own Conan or Redline and I am very happy with the toolbox I have that can assist me in playing low magic fantasy or post-apocolyptic or old west or 1920s Mob/PI or ... or ... or..... All without spending more cash or teaching my players how the rules changed this time. I also think you are not judging GT accurately by tying it to D20Modern. Yes, the 6 core classes are adapted from D20Modern. But there is nothing at all implicitly modern about those classes. Modern needed a class system that was more flexible than the "job" based D&D class system. GT recognizes that the flexible aptitude based classes can be applied to any genre. And it goes further even than that. For example, the concept of "class skills" are gone. You get core skill and non-core skills that are tied to the character concept, not the classes. There are tons of little things throughout the book that may frequently not be obvious on casual inspection. Anyway, not trying to convince you that you are wrong. But I do think you may have missed some details. And I get the idea that this may be because you aren't seeing what you WERE looking for. GT offers three core elements (as I personally see it): 1) A flexible D20 engine ready to handle most any genre 2) An assumption that the characters abilities make them heroic, not their gear AND 3) Low to no magic If there is something specific you are looking for outside of that, you may or may not find it, and therefore you may be dissappointed. But the book does an extremely excellent job of doing those three things, in my opinion. EDIT: oops, left out an important word... [/QUOTE]
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