Is D20 Future going to use D20M rules?

I would say magic for D20 Future should be released as an add-on book. Something about the size of the Psionics Handbook. That way those who want magic in their future can just run out and buy it. :)
 

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Bran Blackbyrd said:

I don't have any problem with magic having been included in the D20M core book, and I bought UA, so I obviously don't mind that. I'm just far more interested in (near)future rules and I think they should leave magic out of that.
After all, how different would "future" magic be?* I'd prefer it if they'd focus on new material rather than rehash magic in yet another setting. I'm pretty sure we can take what's in UA and D20M and apply it to the future stuff if we need it.
I agree with you that rehashing magic-related material when it is already covered in d20 Modern and Urban Arcana would be a waste of ink and pages, but then again, if you cover new things like the effect of magic in space or other extraterrestrial environment (heavy-gravity or light-gravity) then that would be something new and innovative.
 

Ranger REG said:

I agree with you that rehashing magic-related material when it is already covered in d20 Modern and Urban Arcana would be a waste of ink and pages, but then again, if you cover new things like the effect of magic in space or other extraterrestrial environment (heavy-gravity or light-gravity) then that would be something new and innovative.

Yeah, that sort of goes along with what I said.

Sounds like it could take up a sidebar or an entire chapter. :)
 

I agree with the idea that d20 Future should have a seperate book/campaign for those who want to add magic to their game...I mean it is supposed to be different than d20 Modern. If the book spends a long time explaining on how you can add magic to your game than that will be quite BORING. :eek:
 

At most, the use of magic in Future would take up a chapter. That leaves the rest of the book for more relevant matters from aliens to starships, with psionic and cyberware in between.
 

Ah aliens. They're supposed to have some "Greys" in the Menace Manual aren't they?
I don't even think I have an immediate use for them but for some reason I've been looking forward to seeing them.
Maybe because it is a modern style creature that we didn't see in D&D, but is also an existing real-world archetype. Unlike say, the Living Dumpster which is new.
 

I suspect they will devote at least one chapter to magic. After all, this is WotC we're talking about. The same people who brought you D&D where magic is at the core of almost everything.

If, as we suspect, D20 Future is an expansion book to D20 Modern, then I can at the very least see them point to spells and magic items in the D20 Modern rulebook and change the names to better make them fit in with sci-fi settings. If they choose to go with a DragonStar-like setting then we'll need an entire new list of spells and magic items to go with that setting. Add in psionics, cybernetics and biotech and I see two chapters easy. When you take into account the new classes they are likely to list, the types of magic those spell casting classes are likely to use (arcane, devine and psionic) and the new spell and power lists necessary for each class, two chapters is conservative.

I don't really have as big a problem with it as the rest of you but I'm sure that opinions vary. Note that many people will want some element of magic, or at least psionics, mixed in with their sci-fi setting. It's inevitable. Whether you are trying to emulate Star Wars (the force), Fading Suns, Trinity, or whatever. Fairly often the setting you want already has some kind of pseudo Magic in it already. They can't justafiably leave it out and not expect a deluge of complaints. "It's missing this, it's missing that..." I'd hate to be at the receiving end of those comments. For now it's best if we just assume that they will, in fact, devote a couple of chapters to magic and psionic spells, powers and items.

All that aside I think it would be more productive if we list a few things we feel are essetial for a book like D20 Future. For me it's the following:

Psionics - I don't know if WotC plans on rewriting the D&D PsiHB or not but many, including myself, feel it needs it. This may be the perfect oportunity. D20M and UrbArc have done away with psionic combat as far as I can tell, and have thus taken away much of the apeal from psions. I suggest they reconsider and at least see what Bruce Cordell has done with the system in Mindscapes as a place to start fresh.

Cybernetics - (not to be confused with biotech) should have a detailed set of rules that covering the nuance and difference between two different quality products. The more you spend the better you get. Ghost in the Shell, all the way. I see this section as key if you want to bring to life a real CyberPunk setting. I'm anxiously awaiting to see what they do with it in the newly released Hero's Guide for the Star Wars RPG.

Biotechnology (sometimes also called wetware)- I'd like for it to also be treated with the same kind of detail I listed above for cybernetics but with it's own advantages and disadvantages.

Tech - I'm refferring to all kinds of technology here. Everything from personal computers to netrunning to a vast array of weapons and armor choices. Fro example I'd like to see something like the personal wrist computer Aki uses in Final Fantasy: The Spirits Within.

Nanotechnology - Can't forget about nanotech. They can probably blend it in with Cybernetics and biotech but I'd like to see some mention of it.

The truth of the matter is that they could devote an entire 300+ page book just to technology in it's various forms and still not cover it all. Some compromises will have to be made. I suggest the writers take a look at Blue Planet, and the Trinity Technology Manual as good places to start.

Then theres the issue of starships. I'll let someone else take that one on...
 

In the d20 Modern chat last weekend (chat log coming soon) Stan! (I think) said that d20 Future was going to be a toolkit add on for d20 Modern to allow you to create just about any futuristic campaign settings.
 


johnnype said:

Psionics - I don't know if WotC plans on rewriting the D&D PsiHB or not but many, including myself, feel it needs it. This may be the perfect oportunity. D20M and UrbArc have done away with psionic combat as far as I can tell, and have thus taken away much of the apeal from psions. I suggest they reconsider and at least see what Bruce Cordell has done with the system in Mindscapes as a place to start fresh.
Perhaps they should contract Bruce Cordell to contribute the d20M/d20 Future psionic rules.

Of course, one can't help but question if the system in Mindscape is the result of feedbacks regarding the PsiHB rules that he himself designed for 3e ... or did he held back? Hmm. ;)

Nevertheless, I doubt introducing a new psionic rules to d20 Modern would be a good thing. It just add confusion to the established psionic rules already in d20 Modern Core Rulebook.


Cybernetics - (not to be confused with biotech) should have a detailed set of rules that covering the nuance and difference between two different quality products. The more you spend the better you get. Ghost in the Shell, all the way. I see this section as key if you want to bring to life a real CyberPunk setting. I'm anxiously awaiting to see what they do with it in the newly released Hero's Guide for the Star Wars RPG.

Biotechnology (sometimes also called wetware)- I'd like for it to also be treated with the same kind of detail I listed above for cybernetics but with it's own advantages and disadvantages.
As long I can make a Steve Austin or the Borg race or a Seamus Harper, I'm cool with such a system for multiple genres.


Tech - I'm refferring to all kinds of technology here. Everything from personal computers to netrunning to a vast array of weapons and armor choices. Fro example I'd like to see something like the personal wrist computer Aki uses in Final Fantasy: The Spirits Within.

Nanotechnology - Can't forget about nanotech. They can probably blend it in with Cybernetics and biotech but I'd like to see some mention of it.

The truth of the matter is that they could devote an entire 300+ page book just to technology in it's various forms and still not cover it all. Some compromises will have to be made. I suggest the writers take a look at Blue Planet, and the Trinity Technology Manual as good places to start.

Then theres the issue of starships. I'll let someone else take that one on...
Regarding technology of many kinds, it would help to have rules regarding tech creation, from personal gadget to a larget starship. But that would be a tall order, and personally, how many of us are willing to buy such a supplement for $40?

What matters most is having a set of rules to run a futuristic game, from creating aliens to worlds, to run combat from starships to computer avatars (or as they say in Megaman NT Warrior, netnavis). Item and vehicle creation rules are good, too, preferably with examples. And just enough techs to begin play with, from energy weapons to ships capable of warp speed, hyperspeed, jumpgate (by science or magic), or quantum slipstream.
 
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