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I just got D20 Future and I love it! [hugs his copy]
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<blockquote data-quote="RodneyThompson" data-source="post: 1698054" data-attributes="member: 3594"><p>See, I have to disagree with you on that. Just taking a look at the Cybernetics chapter, it covers a heck of a lot more than just replacements. I feel sure I could make a Robocop with those rules (especially combined with the Robotics rules, and the gadget system from the equipment chapter), though I must admit I'm not sure what Gunnm is or what kind of Cybernetics you find in Appleseed. I think that section does a solid job with the toolkit approach because it provides you with lots of options of what you want to do with it. Now, if there is a <em>specific</em> option that is missing, I won't quarrel with that, because there's no way to cover every possible piece of cyberware. But you're given the basics there, which seems to me like that would be what you would want. I would hardly call the system useless because a few options had to be left out. That's like saying the vehicle rules in the core rulebook are useless because there are no stats for the F/A-18 Hornet in the book. Am I misunderstanding you? I'm really trying to see what the exact complaint is, but unfortunately without discussing specifics I don't know what you mean.</p><p></p><p>Additionally, there <em>are</em> rules for making starships and mecha. Sure, some of the equipment was to be specific, but what exactly would be the alternative? Instead of "laser cannon that does 5d6 x 10" you would have us say "generic weapon that deals 5d6 x 10" because the former assumes that laser weapons might exist?</p><p></p><p></p><p></p><p>You're certainly entitled to your opinion, but I think it was important to strike a balance between a generic system and specific examples. A toolkit is made more useful by providing some specific examples on its use; in other words, the specific material in the book is there to provide examples or simply plug-and-play material, while also serving as a blueprint for creating things for your own campaign. </p><p></p><p>I guess I'm just not understanding how removing ALL assumptions is possible. Granted, I haven't read <em>d20 Mecha</em> which everyone is raving about, so maybe that's how it should be done. Of course, they were able to devote an entire book's worth of resources to that subject, so that might have something to do with it.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 1698054, member: 3594"] See, I have to disagree with you on that. Just taking a look at the Cybernetics chapter, it covers a heck of a lot more than just replacements. I feel sure I could make a Robocop with those rules (especially combined with the Robotics rules, and the gadget system from the equipment chapter), though I must admit I'm not sure what Gunnm is or what kind of Cybernetics you find in Appleseed. I think that section does a solid job with the toolkit approach because it provides you with lots of options of what you want to do with it. Now, if there is a [i]specific[/i] option that is missing, I won't quarrel with that, because there's no way to cover every possible piece of cyberware. But you're given the basics there, which seems to me like that would be what you would want. I would hardly call the system useless because a few options had to be left out. That's like saying the vehicle rules in the core rulebook are useless because there are no stats for the F/A-18 Hornet in the book. Am I misunderstanding you? I'm really trying to see what the exact complaint is, but unfortunately without discussing specifics I don't know what you mean. Additionally, there [i]are[/i] rules for making starships and mecha. Sure, some of the equipment was to be specific, but what exactly would be the alternative? Instead of "laser cannon that does 5d6 x 10" you would have us say "generic weapon that deals 5d6 x 10" because the former assumes that laser weapons might exist? You're certainly entitled to your opinion, but I think it was important to strike a balance between a generic system and specific examples. A toolkit is made more useful by providing some specific examples on its use; in other words, the specific material in the book is there to provide examples or simply plug-and-play material, while also serving as a blueprint for creating things for your own campaign. I guess I'm just not understanding how removing ALL assumptions is possible. Granted, I haven't read [i]d20 Mecha[/i] which everyone is raving about, so maybe that's how it should be done. Of course, they were able to devote an entire book's worth of resources to that subject, so that might have something to do with it. [/QUOTE]
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I just got D20 Future and I love it! [hugs his copy]
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