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OGL Wuxia-inspired Game discussion...
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<blockquote data-quote="barsoomcore" data-source="post: 3754055" data-attributes="member: 812"><p>Ages past Atlas Games published <a href="http://www.atlas-games.com/product_tables/AG3400.php" target="_blank">Burning Shaolin</a>, a cross-over module for both d20 and Feng Shui. It features all sorts of very solid ideas on how to adapt d20 rules for wuxia-style play. I used a lot of those ideas in my Barsoom game.</p><p></p><p>True20 makes for an easier transition, frankly. You really need to get away from the idea of playing on a grid, but d20 is highly optimized for that tactical-level type of play. For example, if you're not using a grid, then rules on AoO become tough to adjudicate, and if you throw out AoO, then a lot of feats become either useless or over-powered. Plus, multiple attacks per round interfere with the sort of slam-bang, jump around the setting action you want with wuxia (because for a high-level fighter, almost always the best course of action is to close with the enemy and stand there, delivering damage, rather than, say, jump twenty feet up in the air, kick off the chandelier and nose-dive right into the top of the bad guy's head).</p><p></p><p>It's also really helpful to have some sort of Action Point/Hero Point mechanic -- that provides a means for characters to go nuts and pull off crazy stunts, but at the same time keep that ability under check. Players are much more likely to get creative if they feel like their creativity will be rewarded with higher chances of success, and Action Points mechanics provide that higher chance.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 3754055, member: 812"] Ages past Atlas Games published [url=http://www.atlas-games.com/product_tables/AG3400.php]Burning Shaolin[/url], a cross-over module for both d20 and Feng Shui. It features all sorts of very solid ideas on how to adapt d20 rules for wuxia-style play. I used a lot of those ideas in my Barsoom game. True20 makes for an easier transition, frankly. You really need to get away from the idea of playing on a grid, but d20 is highly optimized for that tactical-level type of play. For example, if you're not using a grid, then rules on AoO become tough to adjudicate, and if you throw out AoO, then a lot of feats become either useless or over-powered. Plus, multiple attacks per round interfere with the sort of slam-bang, jump around the setting action you want with wuxia (because for a high-level fighter, almost always the best course of action is to close with the enemy and stand there, delivering damage, rather than, say, jump twenty feet up in the air, kick off the chandelier and nose-dive right into the top of the bad guy's head). It's also really helpful to have some sort of Action Point/Hero Point mechanic -- that provides a means for characters to go nuts and pull off crazy stunts, but at the same time keep that ability under check. Players are much more likely to get creative if they feel like their creativity will be rewarded with higher chances of success, and Action Points mechanics provide that higher chance. [/QUOTE]
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