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Preferred d20 Superhero system?
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<blockquote data-quote="SSquirrel" data-source="post: 442485" data-attributes="member: 5202"><p><strong>Re: My thoughts...</strong></p><p></p><p></p><p></p><p>Wouldn't this make it a touch more tricky to setup as a balanced starting group? I did look at the DNW page and kinda marvel that it has 318 pages tho....damn that's a nice fat pdf for 10 bucks!</p><p></p><p><strong></strong></p><p><strong>4CTF: It's a brilliant idea: A 'plug in' for adding superpowers to any D20 game. There are two drawbacks:</strong></p><p><strong>a)It doesn't stand alone. You have to pick some other D20 game to plug it into; D20 Modern would be ideal, but it isn't out yey.</strong></p><p><strong>b)The power list is very short. The "Big Book of Powers" would remedy that, but it's being delayed for several months. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></strong></p><p><strong></strong></p></blockquote><p></p><p>Adding additional powers seems like it will be very easy with 4CTF. I'll just open up my old Marvel books or my copy of Aberrant and add a few things that may be missing. It's reasonably complete as is tho.</p><p></p><p><strong></strong></p><p><strong>D20 SAS: This follows the more typical route, with a robust power-creation system (and vehicle creation, to boot!). The classes, though, are ill-defined, being little more than a listing of archetypes, and some alterations were made to key D20 concepts (no feats, skill names changed, the optional 'defense roll' from the DMG is used, the attribute scale is different) which makes the game lose some D20 'feel'. </strong></p><p><strong></strong>[/QUOTE]</p><p></p><p>A big stink was made of no feats and the skill name changes, but skill names were changed for CoC and Star Wars b/c it makes sense to tailor your skill list for your game world and gameplay period. The Attributes are able to have feats mesh and from the sounds of it, the 2nd printing of the book will likely have the Add Feat superpower or however it was put on one of these threads.</p><p></p><p><strong></strong></p><p><strong>Mutants&Masterminds: This game, as yet unpublished, makes some radical changes to the D20 system -- much more than SAS -- but also foregoes the D20 license, going for pure OGL. It has, apparently, no classes (but does have levels, of a sort) and a Power+Enhancements/Limitations model.</strong></p><p><strong></strong>[/QUOTE]</p><p></p><p>OGL buys it the safety it needs to do anything it wants really. Look at Everquest. Main differences there are point spread, double XP cost for level gains, and the fact that characters of a certain level are equal to a D&D char 1.5x higher. (ie.6th lvl char in EQ=9th lvl D&D) Now you also have all the different kinds of hasting and such, but that's flavor for the world and not some massive change like instead it's all based on d12 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> All this said, I am very intrtigued by the ideas of the damage save and such and I'll buy it to see what happens.</p><p></p><p>My thoughts? None of the games out there *precisely* hits the bullseye. (I reserve judgement on M&M until I see it) Each does a lot right, but there's a few bits missing. If I had the time, I'd OCR the OGL and create a Frankenstein monster from them all...</p><p></p><p>If DNW had a power system, rather than just a power list...</p><p>If 4CTF had more powers, and a few more 'modern' core classes...</p><p>If SAS D20 had upped the D20 'feel' factor a few notches...</p><p>[/B][/QUOTE]</p><p></p><p>d20 Modern will be out within a couple of weeks likely and I'll be buying it immediately so I can start playing with ideas like blending 4CTF into modern, trying to convince a friend who loves Mechs and damn near drooled on my Duungeon when he saw the Mecha Crusade to run some Mecha stuff, and maybe make a fantasy world w/mechs and super powers of my own just for fun. BTW, the thread converting BTech and other mechs to Mecha Crusade kicks. If yr into it go grab some ideas or plan on copying the whole thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>[/QUOTE]</p>
[QUOTE="SSquirrel, post: 442485, member: 5202"] [b]Re: My thoughts...[/b] Wouldn't this make it a touch more tricky to setup as a balanced starting group? I did look at the DNW page and kinda marvel that it has 318 pages tho....damn that's a nice fat pdf for 10 bucks! [B] 4CTF: It's a brilliant idea: A 'plug in' for adding superpowers to any D20 game. There are two drawbacks: a)It doesn't stand alone. You have to pick some other D20 game to plug it into; D20 Modern would be ideal, but it isn't out yey. b)The power list is very short. The "Big Book of Powers" would remedy that, but it's being delayed for several months. :( [/B][/QUOTE] Adding additional powers seems like it will be very easy with 4CTF. I'll just open up my old Marvel books or my copy of Aberrant and add a few things that may be missing. It's reasonably complete as is tho. [B] D20 SAS: This follows the more typical route, with a robust power-creation system (and vehicle creation, to boot!). The classes, though, are ill-defined, being little more than a listing of archetypes, and some alterations were made to key D20 concepts (no feats, skill names changed, the optional 'defense roll' from the DMG is used, the attribute scale is different) which makes the game lose some D20 'feel'. [/B][/QUOTE] A big stink was made of no feats and the skill name changes, but skill names were changed for CoC and Star Wars b/c it makes sense to tailor your skill list for your game world and gameplay period. The Attributes are able to have feats mesh and from the sounds of it, the 2nd printing of the book will likely have the Add Feat superpower or however it was put on one of these threads. [B] Mutants&Masterminds: This game, as yet unpublished, makes some radical changes to the D20 system -- much more than SAS -- but also foregoes the D20 license, going for pure OGL. It has, apparently, no classes (but does have levels, of a sort) and a Power+Enhancements/Limitations model. [/B][/QUOTE] OGL buys it the safety it needs to do anything it wants really. Look at Everquest. Main differences there are point spread, double XP cost for level gains, and the fact that characters of a certain level are equal to a D&D char 1.5x higher. (ie.6th lvl char in EQ=9th lvl D&D) Now you also have all the different kinds of hasting and such, but that's flavor for the world and not some massive change like instead it's all based on d12 :) All this said, I am very intrtigued by the ideas of the damage save and such and I'll buy it to see what happens. My thoughts? None of the games out there *precisely* hits the bullseye. (I reserve judgement on M&M until I see it) Each does a lot right, but there's a few bits missing. If I had the time, I'd OCR the OGL and create a Frankenstein monster from them all... If DNW had a power system, rather than just a power list... If 4CTF had more powers, and a few more 'modern' core classes... If SAS D20 had upped the D20 'feel' factor a few notches... [/B][/QUOTE] d20 Modern will be out within a couple of weeks likely and I'll be buying it immediately so I can start playing with ideas like blending 4CTF into modern, trying to convince a friend who loves Mechs and damn near drooled on my Duungeon when he saw the Mecha Crusade to run some Mecha stuff, and maybe make a fantasy world w/mechs and super powers of my own just for fun. BTW, the thread converting BTech and other mechs to Mecha Crusade kicks. If yr into it go grab some ideas or plan on copying the whole thread :) [/QUOTE]
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