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<blockquote data-quote="Azgulor" data-source="post: 2755978" data-attributes="member: 14291"><p>For a traditional D&D setting (e.g. Greyhawk, Kalamar, etc.) I'd use the following:</p><p></p><p>Foundation Rules: Conan OGL Atlantean Edition</p><p>Strip out the following:</p><p>The Scholar class and sorcery system (although I'd leave these intact if playing a Conan campaign).</p><p></p><p>Mix in the following:</p><p>The classes from the Thieves' World Player's Guide.</p><p>The spellcasting rules from the TWPG.</p><p>Dramatic Conflicts from Spycraft 2.0, esp. Interrogations, Seductions, and Inflitrations.</p><p>Supplement with bits from Grim Tales.</p><p></p><p>I'd have to be hard pressed to play a standard 3.0/3.5 D&D game. The D&Disms of characters disguised as magic-item covered Christmas trees, escalating hit points, no armor as DR, the bulk of the world's population consisting of 1st level characters, fire-n-forget magic, and the bland classes...all are reasons I left the game in the first place.</p><p></p><p>For Modern & Futuristic games, it's a tougher call. Although I really like the d20 Modern classes, there are too many things I don't like: auto-fire & burst rules, nonlethal damage, etc. (And don't get me started on how much got left out of d20 Future. If Alternity could adequately cover "basic" sci-fi, d20 Future sure as hell should have. See spaceship/starship rules for what I'm talking about.)</p><p></p><p>Best case scenario: Spycraft 2.0 develops "Powered by Spycraft" supplements that handle the sci-fi genre(s).</p><p>Worst case scenario: d20 Modern with its warts replaced with elements of Spycraft 2.0 and Grim Tales.</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 2755978, member: 14291"] For a traditional D&D setting (e.g. Greyhawk, Kalamar, etc.) I'd use the following: Foundation Rules: Conan OGL Atlantean Edition Strip out the following: The Scholar class and sorcery system (although I'd leave these intact if playing a Conan campaign). Mix in the following: The classes from the Thieves' World Player's Guide. The spellcasting rules from the TWPG. Dramatic Conflicts from Spycraft 2.0, esp. Interrogations, Seductions, and Inflitrations. Supplement with bits from Grim Tales. I'd have to be hard pressed to play a standard 3.0/3.5 D&D game. The D&Disms of characters disguised as magic-item covered Christmas trees, escalating hit points, no armor as DR, the bulk of the world's population consisting of 1st level characters, fire-n-forget magic, and the bland classes...all are reasons I left the game in the first place. For Modern & Futuristic games, it's a tougher call. Although I really like the d20 Modern classes, there are too many things I don't like: auto-fire & burst rules, nonlethal damage, etc. (And don't get me started on how much got left out of d20 Future. If Alternity could adequately cover "basic" sci-fi, d20 Future sure as hell should have. See spaceship/starship rules for what I'm talking about.) Best case scenario: Spycraft 2.0 develops "Powered by Spycraft" supplements that handle the sci-fi genre(s). Worst case scenario: d20 Modern with its warts replaced with elements of Spycraft 2.0 and Grim Tales. Azgulor [/QUOTE]
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