If you were to make a core d20 system . . .

True 20 is great, but it ain't the end all and be all of d20 game design.

I'm just curious, as a general question, if you were designing a d20 system meant to cover multiple genres, what would you do? What sorts of mechanics would you use? The only thing I'm requiring you keep is the concept of success in an action requires you to roll a d20 and, with modifiers, equal or exceed a Difficulty Class. Feel free to fiddle with everything else.
 

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Actually, there isn't much I'd change from True20. I'm not saying it is the end all and be all, but I don't know where I could take it to make it even better for mutli-genre gaming.
 

For a generic system, mine would be awfully close to Mutants and Masterminds 2e. I'd make a few tweaks here and there, mostly to make the game more suitable for non-superheroic genres (like allowing finer gradations of human-scaled movement, a few new feats, and some feat/power packages that represent IC organizations and magical traditions) but the core of the system would remain essentially the same.

If I were to make "the ultimate D&D" system, I'd combine the basic class archetypes from D&D, the defense and damage save systems from True20, the consolidated skill set used in True 20 and the Iron Heroes system for gaining and using skills, and the magic system from Arcana Evolved.
 

RangerWickett said:
I'm just curious, as a general question, if you were designing a d20 system meant to cover multiple genres, what would you do? What sorts of mechanics would you use?
I am right now doing (very slowly when I have the time though) such a d20 system. It is simply directly based on Castles & Crusades, but with a couple of alterations. 1) The SIEGE engine is just changed into ability checks with a prime get a +6 on the d20 roll, but the roll otherwise uses the typical DC of D&D3e/d20 ; 2) Classes have been rewritten to fit with my idea of how they should be done (slightly more powerful, and with options of customization through a feat-like system). Now, it isn't a universal system: I am doing it fantasy classes, and could later do it another version sci-fi classes.
 


For a generic system I'd certainly do away with classes and levels. Point buy all the way, with XP being used just like the original build points. I don't know if this is how M&M works because I can't seem to get my hands on a copy of it! Grrr.

I'd do something like VP/WP or the way HERO system has Stun and Body (very similar ideas, I believe).

"FX" abilities would all be treated the same whether they were spells, psionics or super-powers. Again probably much like M&M from what I've heard, but I can't be sure (see Grrr above).

The Hot Pursuit chase mechanic would be a part of the core system.

Ok. Done babbling. :)
 

JimAde said:
For a generic system I'd certainly do away with classes and levels. Point buy all the way, with XP being used just like the original build points. I don't know if this is how M&M works ...
It is indeed.
 

The Obligatory Plugs...

Good morning,

My first response, of course, would be to start with Bad Axe Games' Grim Tales, and roll in magic and other power FX via E.N. Publishing's Elements of Magic-Mythic Earth. I'd take a significant amount of the feats from the Netbook of Feats and rework appropriate ones to fit the new system. I'd then create new talent trees from the special abilities of the core and/or prestige classes that I felt appropriate to multi-genre work, and integrate them, as Grim Tales doesn't support the use of prestige classes or advanced classes.

Of course, this is pretty much what I'm doing for my next campaign, so yeah, this is where'd I'd start for a core D20 system.

Hope this helps,
Flynn
 



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