In place of finishing this friggin' thesis.
1) There are all sorts of mechanisms by which characters get super powers as they level up (cf Robin Laws' definition of RPGs: "guys shopping for super powers"). The core books alone have spells, feats, class abilities usable X times/day, etc. The PsiHB adds power points, powers, psionic feats and whatnot. Rokugan adds Void points, and a whole bunch of feats that use these points.
You could replace all (or some) of these with a single mechanic. Say you gain power points per level, and you can use these to power feats, or power spells. It would be like taking the psychic warrior and psion, and extending the basic concept to all classes. The class system remains intact because some classes might get spellcasting progressions, other get lots of feats, and still others might get unique abilities.
2) Then you have magic items, which are essentially a way of getting super powers in exchange for cash. Although cash is, strictly speaking, optional; the nemuranai in Rokugan allow characters to get the super powered items they're accustomed to, without having to worry about money at all. So why not allow everyone, not just people with item creation feats, to spend XP to gain super powers? Cf the rules in Dragon 289 and a few other places.
3) Replace the rogue and possibly the ranger and monk with a "light fighter", like the fast hero in d20 Modern. Remove sneak attack, which might become just a generic "gobs-o-damage" ability anyone can use, in the right circumstances. Add bonus feats and a pool of feat slots. Tweak HD, BAB and saves as required.
4) Instead of spells being either off or on, give them "spell hit points" (maybe the same as the power points used to cast them, as above). Have dispel magic and counterspelling cause damage to these spell hit points. "Take 10d6 points of dispelling damage!"
Hong "no, I don't give a snick about VP/WP, armour reducing damage, low magic, harm, haste, rangers getting the shaft, etcetera" Ooi
1) There are all sorts of mechanisms by which characters get super powers as they level up (cf Robin Laws' definition of RPGs: "guys shopping for super powers"). The core books alone have spells, feats, class abilities usable X times/day, etc. The PsiHB adds power points, powers, psionic feats and whatnot. Rokugan adds Void points, and a whole bunch of feats that use these points.
You could replace all (or some) of these with a single mechanic. Say you gain power points per level, and you can use these to power feats, or power spells. It would be like taking the psychic warrior and psion, and extending the basic concept to all classes. The class system remains intact because some classes might get spellcasting progressions, other get lots of feats, and still others might get unique abilities.
2) Then you have magic items, which are essentially a way of getting super powers in exchange for cash. Although cash is, strictly speaking, optional; the nemuranai in Rokugan allow characters to get the super powered items they're accustomed to, without having to worry about money at all. So why not allow everyone, not just people with item creation feats, to spend XP to gain super powers? Cf the rules in Dragon 289 and a few other places.
3) Replace the rogue and possibly the ranger and monk with a "light fighter", like the fast hero in d20 Modern. Remove sneak attack, which might become just a generic "gobs-o-damage" ability anyone can use, in the right circumstances. Add bonus feats and a pool of feat slots. Tweak HD, BAB and saves as required.
4) Instead of spells being either off or on, give them "spell hit points" (maybe the same as the power points used to cast them, as above). Have dispel magic and counterspelling cause damage to these spell hit points. "Take 10d6 points of dispelling damage!"
Hong "no, I don't give a snick about VP/WP, armour reducing damage, low magic, harm, haste, rangers getting the shaft, etcetera" Ooi
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