Classes
Okay, I am still trying to be positive with regards to life and d20.
Generic classes - I think if you think backwards with these, they might make more sense. (I haven't read everything of d20M so bear with me.) For example, first you decided you want to play an adrenaline junkie, then you figure out which class best fits that mold. For some ideas, hacker, doctor, combat, the decision is more obvious and straight forward. This might give some other ideas in ways you didn't think. For example, the adrenaline junkie could go for Daredevil eventually, but could get there through Fast, Tough or Strong. Really, they could go through Smart, but probably wouldn't stay that way.
In the end, I think that classes are here to stay for d20 and that's why they used them. CoC may be an exception to that, not the rule. I mostly liked what CoC did although I still think HPs get a bit high.
btw, Henry, I would say that Wesley from Angel is a dedicated hero. Recent episodes show that he is dedicated but not a fighter.
[goes off topic]
Hmm. This brings up a good question. Wesley got a good weapon to help him compensate for not being a good fighter, compared to Gunn. The hint was that while anyone would be good with it, it really helped Wesley. Any way to model this in d20M that people can think of? Can you give a bonus only to a certain person? Or, perhaps, it gives Wesley Quick Draw and a surprise attack?
I agree, that starting with a group of PCs who are already Advanced classes could be a good way to do things.
I also agree with who ever said, on another thread, that the weapons don't seem deadly enough. (Insert your own rant on HPs here.) At the same time, if the system is going to use HPs, I think it should truly use them. Say that the massive damage threshold instead gives a -1 penalty to all rolls except damage instead of reducing to -1 HPs. This is cumulative with each MDT attack that happens. Then, once per fight, a combatant gets a Resist Pain check (Fort DC 10) and for every 5 points higher than the check, they get to reduce the penalty by an additional 1.
For example, a Tough hero with 90 hit points, gets hit four times for 12 points damage in one round. *Ouch* Besides being reduced to 42 hit points remaining, he is at -4 on all rolls except damage. If he wants to make a Resist Pain check, he can. Let's say he gets a 21. He reduces the penalty by 3, to a -1. (one at 10, 15 and 20). If he had gotten a 19, it would be reduced by 2.
How does that sound?
With regards to non lethal, I like the base idea but I think we are dealing with people who will take damage. What if you treat non lethal as subdual as per DND? or, if you want to fight longer, each time a person takes subdual equal to his CON (not in one blow), he is at the -1 penalty. Shows the effects of fighting and fatigue.
Ideas? Comments?
edg