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Needless Variation
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<blockquote data-quote="KDLadage" data-source="post: 1064266" data-attributes="member: 88"><p>COUGH*GURPS*COUGH</p><p></p><p>Sure... but this is not the case here, either, and after 10-years of accumulated cruft, I have argued against this sort of thing in that system as well. For example, how do you handle a shape-shifter in GURPS? Do we look at the rules in GURPS BESTIARY (3rd edition)? How about the completely different rules in GURPS FANTASY/MAGIC? Perhaps those rules presented in GURPS WEREWOLF would suffice? Or maybe you are partial to the variation on the fantasy/magic rules used in GURPS SUPERS? Or, you could throw all of those out and try for GURPS SHAPESHIFTERS?</p><p></p><p>I am not so delusional as to think this is a d20 problem...</p><p></p><p>Sure.</p><p></p><p>OK... let us look at this another way:</p><p></p><p>What was so compelling about one way of handling the "save" for stabalization that d20 Modern tried it a new way -- and modeled it after d20 Star Wars? If it was so compelling, why was it not adapted for d20 Fantasy (a.k.a: Dungeons and Dragons)?</p><p></p><p>I am not so upset about the idea of variation in degree, but variation in mechanic makes no sense unless it is something that must be made to keep a genre/setting feeling correct. And I see nothing in d20 Modern that would suggest to me that they are so different that this particular rule needed to be changes to a new mechanic in one and not the other.</p><p></p><p>And this is largely my opinion.</p></blockquote><p></p>
[QUOTE="KDLadage, post: 1064266, member: 88"] COUGH*GURPS*COUGH Sure... but this is not the case here, either, and after 10-years of accumulated cruft, I have argued against this sort of thing in that system as well. For example, how do you handle a shape-shifter in GURPS? Do we look at the rules in GURPS BESTIARY (3rd edition)? How about the completely different rules in GURPS FANTASY/MAGIC? Perhaps those rules presented in GURPS WEREWOLF would suffice? Or maybe you are partial to the variation on the fantasy/magic rules used in GURPS SUPERS? Or, you could throw all of those out and try for GURPS SHAPESHIFTERS? I am not so delusional as to think this is a d20 problem... Sure. OK... let us look at this another way: What was so compelling about one way of handling the "save" for stabalization that d20 Modern tried it a new way -- and modeled it after d20 Star Wars? If it was so compelling, why was it not adapted for d20 Fantasy (a.k.a: Dungeons and Dragons)? I am not so upset about the idea of variation in degree, but variation in mechanic makes no sense unless it is something that must be made to keep a genre/setting feeling correct. And I see nothing in d20 Modern that would suggest to me that they are so different that this particular rule needed to be changes to a new mechanic in one and not the other. And this is largely my opinion. [/QUOTE]
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