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<blockquote data-quote="JVisgaitis" data-source="post: 2127782" data-attributes="member: 4177"><p>Wow, lot of great responses. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> First off, I guess I should say that all of the changes that we are proposing don't add up to anything that isn't d20 or don't distill the system so much that its unrecognizable. I would contend that the majority of changes could be present in modules (like Unearthed Arcana) which would allow them to be used or ignored as players see fit. I'd like to present a toolkit of rules that could be used for Avadnu themed games as well as any other setting.</p><p></p><p></p><p></p><p>I would be lying if I said the model we are looking at isn't Arcana Evolved. Its a great book that really gets across the feeling of world, characters, and classes.</p><p></p><p></p><p></p><p>That's what I'm thinking at this point. There is some stuff we want to add, so we'll see how it goes. Also, Crothian's idea isn't a bad one either. . .</p><p></p><p></p><p></p><p>Exactly the reason why I want to include those rules out of the gate.</p><p></p><p></p><p></p><p>Those that don't know much about Avadnu think we did make changes for changes sake. Not so at all. Everything was carefully balanced and created and has a distinct purpose. The setting started out as novels over 10 years ago. I think the fluff is well represented. I'm just concerned that the rules should represent the fluff in the best light possible.</p><p></p><p></p><p></p><p>The major reason is time, but I agree with you. Holy crap, you have more reviews then I have posts. Man, that's crazy! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>My fear with this is that it seems to create a precedent. If I purchased a generic setting book and it worked with the existing game and then they introduced a new book that turned everything upside down, I think I would be turned off. If I started a campaign, I'd have to dump everything I worked on. That would suck.</p><p></p><p></p><p></p><p>I know it seems small, but trust me its jam packed. As far as what we've been doing for feedback, I have a group of professional freelancers, diehard d20 players, and those not associated with D&D at all whom we constantly bounce our ideas off of. I have some of the most opinionated and difficult people I could find, and they love it. I call them the Litmus Group, and they've been a great bunch to work with and bounce ideas off of. Trust me, the book will be crammed with so much for its size you'll wonder how we got it all to fit in.</p><p></p><p></p><p></p><p>Does it need it? No. Will it make for a much better experience? Hell yeah. But I'm going to go by the feelings of the masses and decide from there.</p></blockquote><p></p>
[QUOTE="JVisgaitis, post: 2127782, member: 4177"] Wow, lot of great responses. :) First off, I guess I should say that all of the changes that we are proposing don't add up to anything that isn't d20 or don't distill the system so much that its unrecognizable. I would contend that the majority of changes could be present in modules (like Unearthed Arcana) which would allow them to be used or ignored as players see fit. I'd like to present a toolkit of rules that could be used for Avadnu themed games as well as any other setting. I would be lying if I said the model we are looking at isn't Arcana Evolved. Its a great book that really gets across the feeling of world, characters, and classes. That's what I'm thinking at this point. There is some stuff we want to add, so we'll see how it goes. Also, Crothian's idea isn't a bad one either. . . Exactly the reason why I want to include those rules out of the gate. Those that don't know much about Avadnu think we did make changes for changes sake. Not so at all. Everything was carefully balanced and created and has a distinct purpose. The setting started out as novels over 10 years ago. I think the fluff is well represented. I'm just concerned that the rules should represent the fluff in the best light possible. The major reason is time, but I agree with you. Holy crap, you have more reviews then I have posts. Man, that's crazy! ;) My fear with this is that it seems to create a precedent. If I purchased a generic setting book and it worked with the existing game and then they introduced a new book that turned everything upside down, I think I would be turned off. If I started a campaign, I'd have to dump everything I worked on. That would suck. I know it seems small, but trust me its jam packed. As far as what we've been doing for feedback, I have a group of professional freelancers, diehard d20 players, and those not associated with D&D at all whom we constantly bounce our ideas off of. I have some of the most opinionated and difficult people I could find, and they love it. I call them the Litmus Group, and they've been a great bunch to work with and bounce ideas off of. Trust me, the book will be crammed with so much for its size you'll wonder how we got it all to fit in. Does it need it? No. Will it make for a much better experience? Hell yeah. But I'm going to go by the feelings of the masses and decide from there. [/QUOTE]
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