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How much can you drop from d20,and still be d20?
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<blockquote data-quote="jmucchiello" data-source="post: 1832167" data-attributes="member: 813"><p>No I wouldn't. To be a d20 game, it should be "usefully compatible" with other d20 games. Afterall, I can adapt stuff in the listed system to my d20 game, but I can also adapt GURPS stuff to my d20 games. That doesn't make GURPS a d20 game.</p><p></p><p>In my spare time (as if!) I've been working on a system I call OGL MicroLite. It (uncomfortably) shares a lot of these elements:</p><p></p><p>With the caveat that classes exist only to limit what feats go with archetypes. I think archetype systems make it easier to get that first visualization of your character. But classes are so light in the system that they don't restrict what you can do. In fact, all race and monster abilities are just feats.</p><p>Mine has hits and then degrading levels of awareness/effectiveness before unconsciousness and death. Sort of a combined hit point and M&M system.</p><p>I have two combat systems. One with movement in feet and one with engagement levels (not engaged, far, near, close, grappled). The system with moment has no rules for where you can and cannot move, it is left to GM to say, "you can't run past that guy without him getting a whack at you. Both combat systems are simultaneous (no initiative).</p><p>No alignment system.</p><p>Mine makes all spellcasters wizard/sorcerer hybrids similar to Monte's AU system.</p><p>xp for a critter is equal to the number of feats it has and # of hits.</p><p></p><p>I'm nearly ready to playtest the silly system and then I find someone is doing something similar. (sigh) I may end up filing this away with my superhero d20 game.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 1832167, member: 813"] No I wouldn't. To be a d20 game, it should be "usefully compatible" with other d20 games. Afterall, I can adapt stuff in the listed system to my d20 game, but I can also adapt GURPS stuff to my d20 games. That doesn't make GURPS a d20 game. In my spare time (as if!) I've been working on a system I call OGL MicroLite. It (uncomfortably) shares a lot of these elements: With the caveat that classes exist only to limit what feats go with archetypes. I think archetype systems make it easier to get that first visualization of your character. But classes are so light in the system that they don't restrict what you can do. In fact, all race and monster abilities are just feats. Mine has hits and then degrading levels of awareness/effectiveness before unconsciousness and death. Sort of a combined hit point and M&M system. I have two combat systems. One with movement in feet and one with engagement levels (not engaged, far, near, close, grappled). The system with moment has no rules for where you can and cannot move, it is left to GM to say, "you can't run past that guy without him getting a whack at you. Both combat systems are simultaneous (no initiative). No alignment system. Mine makes all spellcasters wizard/sorcerer hybrids similar to Monte's AU system. xp for a critter is equal to the number of feats it has and # of hits. I'm nearly ready to playtest the silly system and then I find someone is doing something similar. (sigh) I may end up filing this away with my superhero d20 game. [/QUOTE]
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How much can you drop from d20,and still be d20?
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