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Homebrew Starcraft d20
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<blockquote data-quote="Arkhandus" data-source="post: 3434999" data-attributes="member: 13966"><p>Uhh...... Mind breaking that up into several posts in the thread, and giving some headers and definition? That's a lot to try looking through at once. And some of it (like the classes and whatnot) is pretty vague/unclear.</p><p></p><p>Also, you kinda need to mention, I think, what system you're assuming as the base. D20 Modern? Spycraft? Grim Tales? D&D 3.5? BESM d20/Anime and Mecha SRDs? Or whatever.</p><p></p><p>Aside: If you haven't read the Starcraft novels, I would recommend you do. They give a bit of insight into the setting and some of the dynamics. And Starcraft: Ghost: Nova is fairly informative on the way Ghosts and telepaths/telekinetics are handled in the Confederacy of Man or the Terran Dominion.</p><p></p><p></p><p></p><p>I've had my own two sets of Starcraft D20 rules sitting around partially-developed, based on D20 Modern/Future. My first attempt was a bit more complex, while my more recent second attempt just uses D20 Modern/Future as-is with some new feats, equipment, the alien races of Protoss and Zerg. The first attempt also uses different classes; 4 or 5 for Terrans that better fit particular roles than the D20 Modern basic classes, and a separate 3 classes for Protoss representing their castes (Khalai, the workers, scientists, and engineers; Templars, the career warriors; and Judicators, the leaders, administrators, priests, and lawmakers). I have several Zerg statted out but not all of them yet. At some point I'll finish my second attempt's material since it's simpler, then I'll go back to work on my first attempt's more customized effort.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3434999, member: 13966"] Uhh...... Mind breaking that up into several posts in the thread, and giving some headers and definition? That's a lot to try looking through at once. And some of it (like the classes and whatnot) is pretty vague/unclear. Also, you kinda need to mention, I think, what system you're assuming as the base. D20 Modern? Spycraft? Grim Tales? D&D 3.5? BESM d20/Anime and Mecha SRDs? Or whatever. Aside: If you haven't read the Starcraft novels, I would recommend you do. They give a bit of insight into the setting and some of the dynamics. And Starcraft: Ghost: Nova is fairly informative on the way Ghosts and telepaths/telekinetics are handled in the Confederacy of Man or the Terran Dominion. I've had my own two sets of Starcraft D20 rules sitting around partially-developed, based on D20 Modern/Future. My first attempt was a bit more complex, while my more recent second attempt just uses D20 Modern/Future as-is with some new feats, equipment, the alien races of Protoss and Zerg. The first attempt also uses different classes; 4 or 5 for Terrans that better fit particular roles than the D20 Modern basic classes, and a separate 3 classes for Protoss representing their castes (Khalai, the workers, scientists, and engineers; Templars, the career warriors; and Judicators, the leaders, administrators, priests, and lawmakers). I have several Zerg statted out but not all of them yet. At some point I'll finish my second attempt's material since it's simpler, then I'll go back to work on my first attempt's more customized effort. [/QUOTE]
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