Rhun
First Post
palehorse said:It'd be something like this.![]()
Totally agree. This system rocks, and is very custimizable.
palehorse said:It'd be something like this.![]()
Flynn said: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.
solomoncane said:Ditto above with some d20 future Talents & Progress Level stuff, Traveller 20 worldbuilding & scalable combat (personal-->vehicle-->starship), & some B&V/FCTF/BESMd20 variant for supers.
I'd want to try to D20-ify Alternity. Then again, I love D20 Modern/Future/Past like my dad loves Double Stuffed OreosTM, so theres no need to.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? 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.
Akrasia said:Hey, that's pretty cool!![]()
Rhun said:Totally agree. This system rocks, and is very custimizable.
palehorse said:Thanks! Glad to hear some folks are enjoying it. I've got a setting book in the works for it; once I finish writing Orwell Industries, I'll probably try to squeeze it in before I get roped into writing another Superlink book!
Aus_Snow said:Training rules for skills, feats and classes. Prerequisites for entering any class, not just PrC's. And yes, keep classes (including PrC's) - I like 'em. Start at 'level 0' (apprentice/initiate/student/acolyte etc.) by default.
Several power levels for feats, indicating at what level they can be taken (not just 'normal' and epic).
Armour as DR. Called shots. Realistic armour (so a lot of separate pieces, for starters). Wounds, injuries, infection.
No alignment whatsoever.
Rituals, incantations, prayer - emphasising the 'supernatural' nature of magic and the divine, so to speak. Clear definitions and explanations (and separation) of arcane magic, divine powers/gifts and psionics (if used) - in other words, where the power comes from, what it is, what it can/can't do and why, how it differs fundamentally from the other form(s) of supernatural power.