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Is D20 Future going to use D20M rules?
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<blockquote data-quote="johnnype" data-source="post: 932793" data-attributes="member: 1944"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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:</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Then theres the issue of starships. I'll let someone else take that one on...</p></blockquote><p></p>
[QUOTE="johnnype, post: 932793, member: 1944"] 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... [/QUOTE]
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