Turanil
First Post
Well, for one thing, the Castle & Crusade game is generating much enthusiasm as many people say that they are tired of D&D 3.5 complexity and welcome a simple and easy to run lite D&D game. Then, other people are looking for a simplified version of D&D when they don't want C&C, and I have seen several people in these forum trying to come up with their own versions of a lite d20-system.
I propose in this thread that all amateur-designers and game-houserulers, and others interested in a lite-d20-system to explain their ideas to the community. What they do find complicated (and why), and their suggestion to simplify it if any, as well as what they don't want to change.
The purpose of this thread is to gather many different methods and ideas, since working at several produces faster and better results than multiple gamers working alone on their own projects.
Thanks.
I will begin with my own concepts, excerpted from a recent thread on this forum:
I propose in this thread that all amateur-designers and game-houserulers, and others interested in a lite-d20-system to explain their ideas to the community. What they do find complicated (and why), and their suggestion to simplify it if any, as well as what they don't want to change.
The purpose of this thread is to gather many different methods and ideas, since working at several produces faster and better results than multiple gamers working alone on their own projects.
Thanks.

I will begin with my own concepts, excerpted from a recent thread on this forum:
Turanil said:My attempt at a lite-d20 sci-fi game concerns d20 Modern / d20 Future. These games are complex with endless customization possibilities which burden the game IMO. (And all of this to eventually end with a character who essentially has many skills ranks...) Hence, I wanted a lite d20-sci-fi game that still enable to use d20 Modern / Future books (essentially for equipment), but would resemble more d20 Star-Wars or Traveller 20 (traditional types of classes).
C&C gave me some ideas for a lite d20-sci-fi game, however it cannot resemble C&C for various reasons (the central 12/18 mechanic is not OGC, and a sci-fi game where no magic exist but where skills are central, must obviously be different from C&C).
Well, I prefer to see it simple:
1) A set of traditional core classes (profession type, 20 levels. No bonus feat or choice of talents. Each class has a few specific abilities appropriate to its theme ("Jury rig" for Engineer, "Medical Miracle" for Medi, etc.). These abilities are chosen among the d20 Modern SRD class abilities that make the most sense, are the most exciting.
2) Class skills at d20 + modifier + level. This is an Unearthed Arcana variant: the class has some class skill, you get 1 rank per level in each of these skills. Extremely easy to calculate, especially for GM who must invent NPCs on the fly.
3) Non-class skills at d20 + modifier. You can use non-class skills, but are not really good at it. Any character gets 2 bonus class skills at character's creation to anble a little of customization however.
4) There is an uber plethora of feats that add boring complexity to the game IMO, especially combat feats of all sorts. Most are removed, only remain a few streamlined simple feats for people who hope to customize their character a little (but no feat chains).
5) Armors and weapons: each class has access to a specific list (no groups such as "simple weapons" or whatnot), and when someone does want an additional weapon proficiency he can get a very simple feat: "proficiency in one additional weapon of character's choice".
6) Combat simplified. No attacks of opportunity except for rare cases (i.e.: one free attack granted in exteme circumstances such as when an opponent turns back and flees). Otherwise, there is a list of actions that incur some penalties in combat (typically to AC or to BAB), and a list of combat maneuvers that everybody can perform at the cost of penalty to attack rolls. It replaces combat feats.
7) I keep Action Points, critical hits, and Reputation bonus, because I find it a cool addition to the game. I also do keep MAS. Lastly, as far as d20 Modern + FX is concerned, I do use Grim Tales spellcasting.
My opinion about feats:
I got a look at a compilation of 200+ feats from d20 Modern, d20 Future, etc. I made a while ago. Gosh! What a mess of rules and options! I have decided to get rid of them but not completely. I will keep only a short list of simple stuff like Alertness, Lightning Reflexes, Skill focus, etc., but most combat feats disappear, and there won't be anymore feat chains. No class will give bonus feats. However, having the possibility for a feat every 3 levels or so (the only feats that will be in my system) is something that players usually love. It's a measure of customization, a sort of bonus, like a treasure you get but not from equipment or magic item, something that helps differentiate the character. The feats will also optional in that one learns or not learns them. The maximum number that can be learned is determined by level (2nd to 4th level: 1 feat; 5th to 7th level: 2 feats; 8th to 10th level: 3 feats; 11th to 13th level: 4 feats; 14th to 16th level: 5 feats; 17th to 19th level: 6 feats; 20 th level: 7 feats). Then, most common NPCs won't have feats (this will help differentiate heroes from comoners). The fact is, one won't get a feat by getting more levels, he will have to find a teacher for getting them, that wil involve gaming story and roleplay.