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<blockquote data-quote="Dannyalcatraz" data-source="post: 6339488" data-attributes="member: 19675"><p>I'm not much of a modifier. If something doesn't work for me as-is, I simply don't buy it, make do or replace it completely.</p><p></p><p>For instance, I AM an avid guitarist. One thing many guitarists of is tweak their electric guitars with new pickups. Others will upgrade tuners, the nut, the bridge. Bolt-ons sometimes get their entire necks replaced.</p><p></p><p>Well, I own 16 electrics, and to date, only one has had its pickups replaced: it was a luthier's #1, and the pickups simply died. They were defective. No other guitar I own has any other part replaced, save one which had to have a knob replaced (its threads were worn smooth, and it just fell off), and the replacement knob was identical to the original.</p><p></p><p>I also prefer buying Mac products, go figure.</p><p></p><p>Don't get me wrong, I DO fiddle around with RPG systems. But I don't reinvent the wheel. I adapt the tools the systems give me to new purposes. So, in D&D, I might reskin a race, or change the elemental keyword of a spell. I have even done Incarnum versions of many of the OA & PHB Classes.</p><p> </p><p>I <em>am</em> working on re-doing the undead/magical "Energy Drain" system to something cleaner. But I'm doing that by my usual method of repurposing another system within the game, <a href="http://www.enworld.org/forum/showthread.php?335683-Brainstorming-Revising-Energy-Drain-for-3-X" target="_blank"> namely fatigue coonditions</a>. (The chore involved is in finding all instances of Energy Drain type abilities, and establishing the rate at which conditions accrue.)</p><p></p><p>What I <em>don't</em> do is make a modular catch-all character class for D&D because HERO does that so much better. Ditto point-buy magic systems and many of the other mods I've seen people discuss here, almost all based on stuff from other games.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6339488, member: 19675"] I'm not much of a modifier. If something doesn't work for me as-is, I simply don't buy it, make do or replace it completely. For instance, I AM an avid guitarist. One thing many guitarists of is tweak their electric guitars with new pickups. Others will upgrade tuners, the nut, the bridge. Bolt-ons sometimes get their entire necks replaced. Well, I own 16 electrics, and to date, only one has had its pickups replaced: it was a luthier's #1, and the pickups simply died. They were defective. No other guitar I own has any other part replaced, save one which had to have a knob replaced (its threads were worn smooth, and it just fell off), and the replacement knob was identical to the original. I also prefer buying Mac products, go figure. Don't get me wrong, I DO fiddle around with RPG systems. But I don't reinvent the wheel. I adapt the tools the systems give me to new purposes. So, in D&D, I might reskin a race, or change the elemental keyword of a spell. I have even done Incarnum versions of many of the OA & PHB Classes. I [I]am[/I] working on re-doing the undead/magical "Energy Drain" system to something cleaner. But I'm doing that by my usual method of repurposing another system within the game, [URL="http://www.enworld.org/forum/showthread.php?335683-Brainstorming-Revising-Energy-Drain-for-3-X"] namely fatigue coonditions[/URL]. (The chore involved is in finding all instances of Energy Drain type abilities, and establishing the rate at which conditions accrue.) What I [I]don't[/I] do is make a modular catch-all character class for D&D because HERO does that so much better. Ditto point-buy magic systems and many of the other mods I've seen people discuss here, almost all based on stuff from other games. [/QUOTE]
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