Non-cinematic rules? Multi-setting universe?

Aside from Grim-N-Gritty, what non-cinematic rules are out there? I've always had problems with the exaggerated silliness that DnD becomes at higher levels. So I'm looking for some non-cinematic rules...

I've considered using GURPS, but too math-heavy. I've considered d20 Modern, with adjustments made for adding spells (minor spells, of course) and dropping the tech to medieval to renaissance times, but as I don't have the book, I don't know how successful it'd be.

I'd like to know what options are out there. I'd like it to be related to d20, since that's the biggest non-White-Wolf RPG that I know of.

Also, I know it's been done in DragonStar, but has anyone considered putting magic worlds in a sci-fi universe? I'm thinking of T20 (Traveller d20), with the different world settings being experiments of the Ancients, along the lines of Jack Chalker's Warden Diamond books. Basically, there are supercomputers that let you do certain things, but it's only useful on the planet on which you've gained the power. Thus, I'd want to put in a toned-down Forgotten Realms, a toned-down Dark Sun, a toned-down Birthright, a Kalamar, and so on, all as prohibited planets.

Anyway, that's just the idea. There'd be "gods" and clerics, mages and "magic items", fighters, thieves, and so on, but none of this Crouching Tiger stuff. (Not DnD too much, but definitely not the micromanagement mess of GURPS.)
 

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The sci-fantasy idea is one very close to my heart. I think that when combined with g&g style rules you get a excellent universe of possibilities.

I don't really like DragonStar for two reasons: the dragon empire and the D&D races make it just D&D with lasers which is not what I look for in sci-fant.

I like Dune and Farscape flavor with more science/mysticism. I have also always been a big fan of the Final Fantasy sci-fi stuff with the Espers and Magicite being the foundation of magic within a world of science.

IMO, the first thing you'd need to decide about your sci-fant flavor is the issue of magic:

1) has there always been magic along side science or is "magic" something new (perhaps a permutation of technology [like your supercomputer idea])?

This will set a tone. From there you can start building your species and setting how your classes work.

Hope this helps. I'd be happy to make this a brainstorm dialogue.
DC
 

In terms of non-cinematic:

I like the idea of Attack vs Defense and Damage vs. Soak.

Attack roll = d20 + Dex + Size + Class + Misc
Defense roll = d20 + Dex + Size + Class + Misc

Damage= d(weapon) + Str + Misc
Soak = d(class) + Con + Armor + Misc

Hit Points = d(race) + Con score

Spell damage would require revision but nothing else would, really.

Class modifiers for Defense would need to be generated.

Soak die would be equal to the normal classes Hit Die type.

Armor soak modifiers would be equal to their normal armor adjustment.

Soak would apply to damage from any physical source.

Just some prelim. thoughts.

DC
 

Ken Hood's Grim-n-gritty rules set ( including his rules for martial arts and firearms) rule. I know you were looking for a different rules set but i thought this might help with spells.

His hitpoint rules also have a set of rules to weaken up the spells. I am sure you have checked it out, but i thought i would mention it just in case.
 
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