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<blockquote data-quote="KDLadage" data-source="post: 1061916" data-attributes="member: 88"><p>OK... so my group currently has a Friday Game Night (coordinating a night all of our wives would not object to took a while). In order to get the most from this, we rotate Game Mastering. First Friday of the month is Eric's STAR WARS campaign (I play a 3rd level Scoundrel in that one); second Friday of the month is Gary's URBAN ARCANA campaign (where I play a 4th level Dedicated-2/Charismatic-2 street-priest); third Friday of the month is my UMBRAGIA campaign (a northern oceans naval campaign...); fourth Friday of the month is Rich's SUPPRESSED TRANSMISSION campaign (based on a timeline written by Kenneth hite over on PYRAMID Magazine). If a month has a fifth Friday, we wing it with one-offs or board games (usually something like STAR WARS EPIC DUELS).</p><p></p><p>Anyway, over the last few weeks, the subtle differences in the way the d20-system is used in these systems has become evident. Just this last Friday, we have two characters go down and they are dying. One of the new players ask how stabilization worked. I explained it. But I explained it as a player most familiar with the D&D rules. Eric looked at me funny and explained it as a STAR WARS gamer; Gary then explained it as a player most familiar with d20 Modern.</p><p></p><p>Now it isn't that we do not know the rules. I have read the D&D books (3,5 included) cover to cover. I enjoy it. Eric is a Star Wars fanatic, and so has read the Star Wars game cover to cover. Gary loves the Urban Arcana setting and so has read d20 Modern and the setting book cover to cover. Eric and Gary have <em>skimmed</em> the D&D rules; Gary and I have <em>skimmed</em> the STAR WARS rules and Eric and I have <em>skimmed</em> the d20 Modern rules... and so, most of the time, we just roll what we are told to roll by the Game Master (who knows the rules for his game) and go on. But the rules for recovery, being as varied as they are, seemed really odd, and caused us some confusion (and disrupted the game for a good thirty minutes while we argued which method was correct).</p><p></p><p>Now... of all the methods, the d20 Modern/Star Wars method makes the most sense. You just set the DC based on the "realism setting" you want in your game. Just like I believe that the Massive Damage Threshold is a good idea -- and I realize it is used in most versions of d20. It is just that having it fixed at 50 in one game, CON in another, and 10 in another seems odd... In Cthulu, you have a "setting" and so fixing the number someplace makes sense. In d20 Modern and d20 Fantasy, there is no fixed setting, and so it needs to be something the DM can place where s/he feels it makes the most sense in thier game. In my opinion. Your milage may vary. That sort of thing.</p></blockquote><p></p>
[QUOTE="KDLadage, post: 1061916, member: 88"] OK... so my group currently has a Friday Game Night (coordinating a night all of our wives would not object to took a while). In order to get the most from this, we rotate Game Mastering. First Friday of the month is Eric's STAR WARS campaign (I play a 3rd level Scoundrel in that one); second Friday of the month is Gary's URBAN ARCANA campaign (where I play a 4th level Dedicated-2/Charismatic-2 street-priest); third Friday of the month is my UMBRAGIA campaign (a northern oceans naval campaign...); fourth Friday of the month is Rich's SUPPRESSED TRANSMISSION campaign (based on a timeline written by Kenneth hite over on PYRAMID Magazine). If a month has a fifth Friday, we wing it with one-offs or board games (usually something like STAR WARS EPIC DUELS). Anyway, over the last few weeks, the subtle differences in the way the d20-system is used in these systems has become evident. Just this last Friday, we have two characters go down and they are dying. One of the new players ask how stabilization worked. I explained it. But I explained it as a player most familiar with the D&D rules. Eric looked at me funny and explained it as a STAR WARS gamer; Gary then explained it as a player most familiar with d20 Modern. Now it isn't that we do not know the rules. I have read the D&D books (3,5 included) cover to cover. I enjoy it. Eric is a Star Wars fanatic, and so has read the Star Wars game cover to cover. Gary loves the Urban Arcana setting and so has read d20 Modern and the setting book cover to cover. Eric and Gary have [i]skimmed[/i] the D&D rules; Gary and I have [i]skimmed[/i] the STAR WARS rules and Eric and I have [i]skimmed[/i] the d20 Modern rules... and so, most of the time, we just roll what we are told to roll by the Game Master (who knows the rules for his game) and go on. But the rules for recovery, being as varied as they are, seemed really odd, and caused us some confusion (and disrupted the game for a good thirty minutes while we argued which method was correct). Now... of all the methods, the d20 Modern/Star Wars method makes the most sense. You just set the DC based on the "realism setting" you want in your game. Just like I believe that the Massive Damage Threshold is a good idea -- and I realize it is used in most versions of d20. It is just that having it fixed at 50 in one game, CON in another, and 10 in another seems odd... In Cthulu, you have a "setting" and so fixing the number someplace makes sense. In d20 Modern and d20 Fantasy, there is no fixed setting, and so it needs to be something the DM can place where s/he feels it makes the most sense in thier game. In my opinion. Your milage may vary. That sort of thing. [/QUOTE]
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