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<blockquote data-quote="Psion" data-source="post: 5297431" data-attributes="member: 172"><p>Flexible system with an emphasis on GM (and player) customization.</p><p></p><p>Largely based on the Spycraft 2.0 system (which was based on Spycraft 1st, which in turn was a 3.0 ogl product), it's a bit further from the core d20 tree than many other offerings you see here.</p><p></p><p>A few features:</p><ul> <li data-xf-list-type="ul">Characters feature talents and specialties, which give you a tool to further customize your character at 1st level.</li> <li data-xf-list-type="ul">Entirely different spate of classes, with some less combat centric choices like keeper and courtier.</li> <li data-xf-list-type="ul">More emphasis on the skill system. You can crit and fumble skill checks, for example. Skill list is much shorter, knowledges have been moved out to an interest system, and no classes less than 4 sp/level, so the skill system is much more valid as an avenue for gameplay.</li> <li data-xf-list-type="ul">Very few feats are the same as in 3.x. Feats are arranged into trees that make expanding classes easy. Trees are shallow (none more than 3 deep) and have few prerequisites. </li> <li data-xf-list-type="ul">Vitality/Wounds type damage system. Due to action dice (see below), this plays very different from Star Wars d20, though.</li> <li data-xf-list-type="ul">Action Dice - each PC (and the GM) has a pool that lets them add to dice roll, confirm crits and fumbles, and alter the flow of the game in other ways.</li> <li data-xf-list-type="ul">Abbreviated/scaling NPC system. Writing up NPCs is quick and easy, and the same NPC can be used to challenge low and high level PCs.</li> <li data-xf-list-type="ul">Combat plugs more strongly into the skill system, and a variety of actions are available to all PCs beyond "I hit". Want to trip your enemy or tire them out? It's a viable option if you have the right skills.</li> <li data-xf-list-type="ul">No attacks of opportunity or iterative attacks; defense is based mainly on class and level; armor absorbs damage.</li> <li data-xf-list-type="ul">Point based spell system. Magic is entirely optional and the game operates just fine without it.</li> <li data-xf-list-type="ul">Campaign qualities, a selection of plug-in modular rules that tweak the flavor of your game.</li> </ul><p></p><p></p><p></p><p></p><p>RPGObjects Legends Series...</p><p></p><p>(Legends of Excalibur, Legends of the Samurai... there were others, but those were the one that there were print books for).</p><p></p><p>Books emphasizing myths and legends. Largely 3.5 compatible, but with a whole new selection of classes, new subsystems (like honor), and a point based magic system. The Samurai book also has a 3.5 compatible version of RPG Objects famed Blood & Fist martial arts system originally written for D20 Modern.</p></blockquote><p></p>
[QUOTE="Psion, post: 5297431, member: 172"] Flexible system with an emphasis on GM (and player) customization. Largely based on the Spycraft 2.0 system (which was based on Spycraft 1st, which in turn was a 3.0 ogl product), it's a bit further from the core d20 tree than many other offerings you see here. A few features: [list] [*]Characters feature talents and specialties, which give you a tool to further customize your character at 1st level. [*]Entirely different spate of classes, with some less combat centric choices like keeper and courtier. [*]More emphasis on the skill system. You can crit and fumble skill checks, for example. Skill list is much shorter, knowledges have been moved out to an interest system, and no classes less than 4 sp/level, so the skill system is much more valid as an avenue for gameplay. [*]Very few feats are the same as in 3.x. Feats are arranged into trees that make expanding classes easy. Trees are shallow (none more than 3 deep) and have few prerequisites. [*]Vitality/Wounds type damage system. Due to action dice (see below), this plays very different from Star Wars d20, though. [*]Action Dice - each PC (and the GM) has a pool that lets them add to dice roll, confirm crits and fumbles, and alter the flow of the game in other ways. [*]Abbreviated/scaling NPC system. Writing up NPCs is quick and easy, and the same NPC can be used to challenge low and high level PCs. [*]Combat plugs more strongly into the skill system, and a variety of actions are available to all PCs beyond "I hit". Want to trip your enemy or tire them out? It's a viable option if you have the right skills. [*]No attacks of opportunity or iterative attacks; defense is based mainly on class and level; armor absorbs damage. [*]Point based spell system. Magic is entirely optional and the game operates just fine without it. [*]Campaign qualities, a selection of plug-in modular rules that tweak the flavor of your game. [/list] RPGObjects Legends Series... (Legends of Excalibur, Legends of the Samurai... there were others, but those were the one that there were print books for). Books emphasizing myths and legends. Largely 3.5 compatible, but with a whole new selection of classes, new subsystems (like honor), and a point based magic system. The Samurai book also has a 3.5 compatible version of RPG Objects famed Blood & Fist martial arts system originally written for D20 Modern. [/QUOTE]
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