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Leveless d20 . . .
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<blockquote data-quote="Bastoche" data-source="post: 1712858" data-attributes="member: 306"><p>My major gripe with d20 D&D is the overlap of damage reduction (I previously stated "hardness", I meant damage reduction), hit points and armor class. I think they should all be regrouped in the same category. </p><p></p><p>Also, another side gripe is the counterintuitive abstract system. I've no problem with an abstract system per se but the level of "abstracticy" is such that some situations are difficult to handle on the spot. </p><p></p><p>I also have a significant issue with the concept of refex save vs dodge AC bonus. Hit points are a form of dodge, Dex to ac and ref save is, damage reduction is another, etc. I think all matters of "dodging" things should follow a single mechanic that could be all regrouped in a defense bonus-like system rather than a mix of reflex saves, abstract hit point system and dex/dodge bonuses.</p><p></p><p>Another thing I dislike about D&D is the real-world time it takes to go through an encounter. So my goal is to add a level of conplexity to reach a bit more realism. Once you've hit, you've hit end of story. It would give a more cinetatic feel to combat.</p><p></p><p>At the same time, I wish to get a system that would be balanced on all levels. So any level of magic would not hinder balance (in other words, for example balance the wizard to the fighter with each of them not having any magic items and create balanced items for each class).</p><p></p><p>It's still not very clear how it will turn out and if it is at all possible, but it doesn't cost anything to try (except maybe time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>I know there's other systems out there that already does that sort of things and I know exactly what game I would like to play. Problem is, my fellow players are deep rooted into d20/D&D so having a similar system with a different feel would do the trick. Furthermore, my goal is to create a system that would allow us to easily convert current D&D games to such a system. There would be basic rules that would allow the players to play an heroic high magic forgotten realms campaign and some easy to add optional rule that would lead the style of play from highly heroic high magic to low magic grim'n'gritty style of play. Under development...</p></blockquote><p></p>
[QUOTE="Bastoche, post: 1712858, member: 306"] My major gripe with d20 D&D is the overlap of damage reduction (I previously stated "hardness", I meant damage reduction), hit points and armor class. I think they should all be regrouped in the same category. Also, another side gripe is the counterintuitive abstract system. I've no problem with an abstract system per se but the level of "abstracticy" is such that some situations are difficult to handle on the spot. I also have a significant issue with the concept of refex save vs dodge AC bonus. Hit points are a form of dodge, Dex to ac and ref save is, damage reduction is another, etc. I think all matters of "dodging" things should follow a single mechanic that could be all regrouped in a defense bonus-like system rather than a mix of reflex saves, abstract hit point system and dex/dodge bonuses. Another thing I dislike about D&D is the real-world time it takes to go through an encounter. So my goal is to add a level of conplexity to reach a bit more realism. Once you've hit, you've hit end of story. It would give a more cinetatic feel to combat. At the same time, I wish to get a system that would be balanced on all levels. So any level of magic would not hinder balance (in other words, for example balance the wizard to the fighter with each of them not having any magic items and create balanced items for each class). It's still not very clear how it will turn out and if it is at all possible, but it doesn't cost anything to try (except maybe time ;) ) I know there's other systems out there that already does that sort of things and I know exactly what game I would like to play. Problem is, my fellow players are deep rooted into d20/D&D so having a similar system with a different feel would do the trick. Furthermore, my goal is to create a system that would allow us to easily convert current D&D games to such a system. There would be basic rules that would allow the players to play an heroic high magic forgotten realms campaign and some easy to add optional rule that would lead the style of play from highly heroic high magic to low magic grim'n'gritty style of play. Under development... [/QUOTE]
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