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Recommendations Please: Rules-Lite Modern Game?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2501339" data-attributes="member: 12332"><p>Hrm. I was seriously un-impressed with True20, myself, for modern gaming. The class balance was created around a trifecta of fantasy archetypes, and nixing the FX class tends to leave things a hair lopsided. Everything was TOO simplified, and characters became TOO one-dimensional in their skill choices ... you get X skills, they're always at max ranks, you get no other ranks in any other skills. This leads to situations where Bob is great at X and Sally stinks at X and in all the investigative games I've played, it's been more fun to see the players each have a variety of skills that often overlap so that they can "aid another". </p><p></p><p>That said, I've found it very useful in my own Modern games to, instead of going to a different system, selectively remove rules and add new ones. Just a handful.</p><p></p><p>For a faster, more cinematic combat, with added interest:</p><p></p><ul> <li data-xf-list-type="ul">Remove AoOs. </li> <li data-xf-list-type="ul">Allow moving and shooting/hitting without the Spring Attack/Shot on the Run feats. Everybody can do it.</li> <li data-xf-list-type="ul">Give additional bonus feats (1st, 4th, 8th, etc works well for me)</li> <li data-xf-list-type="ul">Use Action Points for "Anything Cool". This is a major interesting rule in my games ... if there's a rule that doesn't cover it, but it sounds cool, give me an AP and we'll make it happen.</li> </ul><p></p><p>Be free with the giveth and the taketh of Action Points. We use Ben's Grim Tales rules for APs, which spreads them out a little more and makes them more useful. He also suggests using them as a sort of game-table currency ... which works wonderfully. Player A does something really cool ... give him an AP. You need to railroad somebody to make the story more fun ("Your car got stolen." etc) ... shoot them an AP to cover for it.</p><p></p><p>Use APs for these things to make them more interesting and speed up game play.</p><p></p><ul> <li data-xf-list-type="ul">Take out rolling to confirm critical hits. If it's a threat, and it hits the AC, the player or GM can spend an AP to confirm (GM characters don't have APs, so you GIVE the player an AP to confirm against him)</li> <li data-xf-list-type="ul">To do anything cool not covered by the rules.</li> <li data-xf-list-type="ul">To use a feat for an encounter that you don't have.</li> <li data-xf-list-type="ul">To succeed at something that might normally be under a complex series of skill checks, but which nobody feels like looking up the rules to.</li> </ul><p></p><p>Since APs are a finite resource, players can't just do anything "for free" ... most of the time they'll want to roll their skills and Aid Another (use that rule alot, even for tangentially related things ... SO HELPFUL.). Roll their combat dice, etc. But this way when it's the middle of a heated gunfight and somebody wants to belly-flop onto a desert cart and roll across the room two-fisting Berrettas ... just do it. Spend an AP. Maybe add a DC 10 Jump check into the mix for the sake of a tense moment ... if they don't have TWF, heck, spend another AP to pick it up for the combat and let loose the dogs of war John Woo style. Add some pigeons.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2501339, member: 12332"] Hrm. I was seriously un-impressed with True20, myself, for modern gaming. The class balance was created around a trifecta of fantasy archetypes, and nixing the FX class tends to leave things a hair lopsided. Everything was TOO simplified, and characters became TOO one-dimensional in their skill choices ... you get X skills, they're always at max ranks, you get no other ranks in any other skills. This leads to situations where Bob is great at X and Sally stinks at X and in all the investigative games I've played, it's been more fun to see the players each have a variety of skills that often overlap so that they can "aid another". That said, I've found it very useful in my own Modern games to, instead of going to a different system, selectively remove rules and add new ones. Just a handful. For a faster, more cinematic combat, with added interest: [list] [*]Remove AoOs. [*]Allow moving and shooting/hitting without the Spring Attack/Shot on the Run feats. Everybody can do it. [*]Give additional bonus feats (1st, 4th, 8th, etc works well for me) [*]Use Action Points for "Anything Cool". This is a major interesting rule in my games ... if there's a rule that doesn't cover it, but it sounds cool, give me an AP and we'll make it happen.[/list] Be free with the giveth and the taketh of Action Points. We use Ben's Grim Tales rules for APs, which spreads them out a little more and makes them more useful. He also suggests using them as a sort of game-table currency ... which works wonderfully. Player A does something really cool ... give him an AP. You need to railroad somebody to make the story more fun ("Your car got stolen." etc) ... shoot them an AP to cover for it. Use APs for these things to make them more interesting and speed up game play. [list] [*]Take out rolling to confirm critical hits. If it's a threat, and it hits the AC, the player or GM can spend an AP to confirm (GM characters don't have APs, so you GIVE the player an AP to confirm against him) [*]To do anything cool not covered by the rules. [*]To use a feat for an encounter that you don't have. [*]To succeed at something that might normally be under a complex series of skill checks, but which nobody feels like looking up the rules to.[/list] Since APs are a finite resource, players can't just do anything "for free" ... most of the time they'll want to roll their skills and Aid Another (use that rule alot, even for tangentially related things ... SO HELPFUL.). Roll their combat dice, etc. But this way when it's the middle of a heated gunfight and somebody wants to belly-flop onto a desert cart and roll across the room two-fisting Berrettas ... just do it. Spend an AP. Maybe add a DC 10 Jump check into the mix for the sake of a tense moment ... if they don't have TWF, heck, spend another AP to pick it up for the combat and let loose the dogs of war John Woo style. Add some pigeons. --fje [/QUOTE]
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