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Rough concept for a d20 variant
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<blockquote data-quote="Anabstercorian" data-source="post: 134314" data-attributes="member: 2550"><p>I had an idea regarding how you could model combat in the d20 system. This came to me while I was trying to figure out a way to make a DragonBallZ roleplaying game that actually made sense, after seeing some of the commentary on the Fuzion system version.</p><p></p><p>In this version, there are no feats. All abilities are controlled using skills. This is just the alpha conceptual, though, so that might change.</p><p></p><p>Basically, there are no hitpoints - It's much like Fudge in that way. All attacks and actions are resolved with opposed skill checks (Dodge vs Attack, Damage vs. Armor). The effect depends on how much the victor wins by - For example, if a human martial artist beat a cars Armor check by 10, he might crumple the side of the car. If Vegeta beat the same cars armor check by 150, he'd smash the damn thing across the stadium.</p><p></p><p>Skills are defined at first level as either Core, Peripheral, or Difficult, not unlike Call of Cthulu d20. Core skills are like class skills; I.E., they cost no more than normal. Peripheral skills cost 1.5 times as much as usual, and difficult skills cost twice as much.</p><p></p><p>Most skills require multiple skill points to buy a rank. For example, getting a rank of Kaio-Ken would cost much more than getting a rank of Unarmed Combat, because it's more useful and it does more.</p><p></p><p>You still have maximum ranks in any given skill per level, but you can raise above your maximum ranks by spending yet more skill points. For example, a first level character who wanted to take his fifth rank would pay twice as much for the fifth rank, four times as much for the sixth rank, eight times as much for the seventh rank - And would have to keep paying eight times as much every level just to keep gaining ranks!</p></blockquote><p></p>
[QUOTE="Anabstercorian, post: 134314, member: 2550"] I had an idea regarding how you could model combat in the d20 system. This came to me while I was trying to figure out a way to make a DragonBallZ roleplaying game that actually made sense, after seeing some of the commentary on the Fuzion system version. In this version, there are no feats. All abilities are controlled using skills. This is just the alpha conceptual, though, so that might change. Basically, there are no hitpoints - It's much like Fudge in that way. All attacks and actions are resolved with opposed skill checks (Dodge vs Attack, Damage vs. Armor). The effect depends on how much the victor wins by - For example, if a human martial artist beat a cars Armor check by 10, he might crumple the side of the car. If Vegeta beat the same cars armor check by 150, he'd smash the damn thing across the stadium. Skills are defined at first level as either Core, Peripheral, or Difficult, not unlike Call of Cthulu d20. Core skills are like class skills; I.E., they cost no more than normal. Peripheral skills cost 1.5 times as much as usual, and difficult skills cost twice as much. Most skills require multiple skill points to buy a rank. For example, getting a rank of Kaio-Ken would cost much more than getting a rank of Unarmed Combat, because it's more useful and it does more. You still have maximum ranks in any given skill per level, but you can raise above your maximum ranks by spending yet more skill points. For example, a first level character who wanted to take his fifth rank would pay twice as much for the fifth rank, four times as much for the sixth rank, eight times as much for the seventh rank - And would have to keep paying eight times as much every level just to keep gaining ranks! [/QUOTE]
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