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


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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.

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.
 

It would probably involve a heavy dose of Grim Tales, including the multiple-choice scalable options concept found throughout.

I'd add some of the good stuff from SpyCraft 2.0.

I'd add some of the good stuff from Call Of Cthulhu d20.

I'm still "in-process" with what to do for magic.

--fje
 

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 second that, at least for the D20 Future and Traveller T20 stuff. I don't know that much about the Supers scene, so I can't comment one way or the other.

Thanks, solomoncane,
Flynn
 

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.
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.
 

well I am making my own d20 system :D

So all the things I liked in other games, including modern/ UA/ future/ D&D 3.5/ alternity and other games, has made its way to my system and heaps of new ideas that i like.

I am now play testing it and it seems to function OK, so i am happy. :D
 

Nothing but abilities (probably about 7 or 8 - Perception and Willpower among them), skills and feats. OK, maybe wound states too. And the rest. You know what I mean though. :) Magic/Psionics would be skills and feats. Combat would be skills and feats. And so on. To me, these are two of the most elegant and 'logical' (i.e., non-sacred-cow-worshipping) aspects to the 'd20' system (though they are hardly unique to that system) - along with DCs of course (and the same applies to these).

2d10 would perhaps work better for this hypothetical system that I'll never build ;), too. But that would break one of the only conditions. So, I guess not.

Odd-numbered ability scores would be better 'rewarded' (and 'penalised').

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.




Some of these are house rules of mine already, and others are similar or identical to those found in certain published material. Some of the rest are a bit 'out there', I know. But I think they could work, if someone had the time and inclination to do it properly.
 
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Akrasia said:
Hey, that's pretty cool! :)

Rhun said:
Totally agree. This system rocks, and is very custimizable.

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!
 

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!

Sweet! Great system, by the way.
 

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.

Like the above.. plus i'd suggest

Classes and Races that are built from points and abilities.. so an infinite amount of customisability is available. A GM could then create the races for his home campaign to suit his ideas or allow his players free reign and let them indulge thier creativity.

I'd also have to say a no slot, power point or spells per day type setup for magic as they are uninspiring and in the case of power points require unnecessary bookkeeping. Better to have magic as some form of skill check, with possible backlash for fumbles and margins of success to get greater than normal or less than normal of the effect being cast. I would also suggest some form of fatigue for spellcasting as the limitation as opposed to total castings per day.

Combat system that allows dodges and parries as opposed to a roll against a static AC/DV etc.. allowing for a more opposed combat system. conans system is good in this regard and the special moves are an appealing idea too.

Some system to cover unarmed combat and its forms beyond just roll...hit...damage "oh yeah" that was a jujitsu strike btw... kind of approach.

divine magic that is based on faith not slots per day (recurring theme :) ) maybe even the strength of thier religion in a particular region//world or whatnot having an affect too.

Decent rules for construction, invention and creation of all manner of things from mundane, magical to technological.
 

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