SAS D20 -- A disappointed view

I won't address all the specific points because there's now a lot of them <grin> but I will try to address some of the larger issues that seem to be coming up in this discussion.

First, it is my belief that the _core_ of the d20 system is a d20 roll, plus bonuses against a DC. Everything else is an extension of that. Yes, most d20 system games use feats. Currently. I expect, within the next year or two, that will occur less and less frequently. I feel that many of the coming games will start diverging from the commonly accepted expressions of the d20 system and find new expressions of it that best suit the specific product. M&M, for example, has removed classes because they feel that they are not appropriate to a superhero game. Many people, however, view classes as a vital and integral part of d20. I agree with Green Ronin - they aren't and M&M will still be a d20 product despite the lack of classes (though I decided to keep classes in SAS d20 - go figure... <grin>). It will simply be a new take on the existing structure. I suspect many other games will follow the same example that GOO and GR (and others I'm almost certainly overlooking) have undertaken.

Thus, with that in mind, SAS d20 _is_ a d20 game. Anyone who is familiar with d20 will easily be able to use and play the game with very little in the way of a learning curve. They need to learn a new character creation system (a point based system) and need to forget some minis-oriented rules for combat. Aside from that, the game runs very similar to D&D. Yes, the skill list is different but if a player can't figure out what the Burglary Skill means, then there are greater issues at hand than game design. <grin>

Next, someone suggested that I think D&D is synonymous with d20. That's actually exactly the opposite. I see d20 as quite a distinct entity from D&D. I suspect that a lot of gamers see the two as the same and thus their expectations for SAS (and other d20 products) may not mesh with the product, but d20 and D&D are very different. d20 is a game system. D&D is an IP. Tri-Stat is a game system. BESM, Heaven & Earth, Sailor Moon, HKAT!2, Tenchi, and SAS all use the Tri-Stat game mechanic but each one is different in their own way which best suits the specific IP. BESM, Sailor Moon, and Tenchi are very similar while Heaven & Earth and HKAT!2 are quite different. If you know Tri-Stat, however, playing each of the games is very easy despite their specific differences.

As for level advancement. In most cases, comic book characters do not gain in power (there are more than enough examples to prove the contrary that I won't make it a statement of fact but one of generality) but they _do_ increase in experience and ability. That is one of the reasons I left level advancement in SAS d20. Some may disagree with the choice, but I feel that the level progressions demonstrate increased experience and ability more than increased power.

Also, there were numerous design decisions that had to be made about "do I use the traditional d20 mechanic or adopt the Tri-Stat-esque mechanic?" "Should I keep this or use that?" In all cases I tried to deliver what was best for the genre _and_ what I felt most d20 players would _enjoy_ the most. Damage, for example, could have remained as it appears in Tri-Stat: a maximum damage value and the player rolls to determine what percentage of that value is inflicted upon the target. It would have worked very well with d20 and streamlined combat a fair amount. I felt, however, that the average d20 player enjoys "chucking dice" and thus went with the 1d6+2 base damage per 20 points of Tri-Stat damage to give players the chance to throw a handfull of dice to determine how much damage they inflict. Yes, it slows the game down a bit but I believe that it is what a d20 player wants. There are numerous other examples such as this where I had to determine what was best to suit the genre while trying to deliver what the average d20 player wanted. Often, there were long discussions (arguments) in the office about the choices being made but it was all with the goal of creating the best game system possible using the d20 game mechanic.

Why use the d20 game mechanic when so many elements of the finished product are similar to Tri-Stat? Well, first, the only real elements which are very similar to Tri-Stat are the rules for character creation. Tri-Stat has an excellent character creation mechanic and it was easy to port most of it over to the d20 game mechanic. Changes had to be made, obviously, but much of it remained the same thereby providing d20 players with a system that provides the maximum amount of freedom and control during character creation. As for the actual game mechanics, it quickly became obvious that many (most, in fact) of the combat/system modifiers in d20 were the same as they are in Tri-Stat. Thus, converting the mechanics was very simple since the two systems match on many surface levels. While the core mechanics of the two games are very different, the modifiers are very similar. Thus, when presenting the game mechanics, I was presented with a choice - present them using the traditional d20 format or utilize the traditional Tri-Stat format. I chose the later to make it clear to anyone flipping through the book in a game store that this is, as it says on the back cover of the book, a product that "pushes the boundaries of the d20 system with exciting and innovative new rules." I did not want people to think that they were buying a traditional d20 product because they are not. This product was designed to expand outwards from the traditional expression of d20 while maintaining as much of its core as possible. Those with the book should look closely and you will find that the system remains true to d20. Modifiers are the same, in 99% of the situations, as they are in the PHB. The presentation may be different, but the game is the same.

Anyhow, this is the long and rambling way to say that GOO fully recognizes that SAS d20 pushes the boundaries of what is expected of a d20 game. We fully acknowledge that it may not be everyone's cup of tea. We also feel that it is a product that many d20 gamers will embrace as something exciting that expands the scope of what d20 can do.

Also, as I said, GOO is not intent on perverting the d20 system (for lack of a better phrase). We do have a couple of d20 products planned for the next year or so that will utilize a more traditional approach to the d20 system, one with which d20 players are comfortable. That said, however, we are not willing to rest on the work of others before us. When we feel that a product deserves some system innovation, we are going to innovate and push the boundaries. It may not be for everyone but it is in the best interest of the playability of the product.

Expect other publishers to do the same - I fully expect several products to come to market over the next year or two that will go outside the previously accepted norms of the d20 system presentation. Some of them will crash and burn while others will innovate the d20 system scene.

Ain't publishing fun? <grin>
 

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Well I would respectfully disagree with you whisper_jeff.

To me, what you're saying is, if I wanted to make a RoleMaster d20, which used d100 +modifiers to reach a target, all I would need to do is divide all the tables, modifiers, and DCs by five, and voila! RoleMaster d20! No other changes to make!
 

To me, what you're saying is, if I wanted to make a RoleMaster d20, which used d100 +modifiers to reach a target, all I would need to do is divide all the tables, modifiers, and DCs by five, and voila! RoleMaster d20! No other changes to make!
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Well, you would be mistaken because that is not what I am saying. I am saying that Tri-Stat and d20 share a large number of similarities when you study the two systems.

I don't know Rolemaster well enough to say how I would do the conversion.

I won't go into the entire design process involved in SAS d20 because it would take a great deal of time and space but I will say that we put a great deal of thought and effort into the process and would ask that people actually look a little closer before passing judgment on our efforts. You are, however, welcome to disagree as you desire - I stand by what I've said and feel our design experience backs it up.
 

Samurai said:
What makes a game "d20" is exactly what Jeff said... a d20 roll to determine stuff. Pretty much everything else is optional. That said, I still think they kept too much baggage from D&D. IMO, levels and classes do not belong in a superhero game. I have always felt this way, from 1st ed Heroes Unlimited till the present day. It just feels "wrong". That is one of the main reasons I'm sticking with Tri-stat instead of d20 SAS.

What they did was make a d20 game that stays away from the D&D elements (which are many and varied), not the d20 elements (which are few and basic.) That will please some and not others... such is life.
See, I agree 100% about superheroes and level systems, but the rest of your point brings it back to what I was saying: if the company wanted so very badly to stay away from the DnD feel, why use its system instead of just sticking with the Tri-Stat system? Based on what their rep said previously, I just don't see the reason for it other than being able to slap on the d20 logo and confuse some people who expected it to be more ... well, d20'ish.
 

Furn_Darkside said:
Spiderman, FF, Cap, Hulk, and more- they may have had short lived changes in stories, but over-all- they have the same powers now that they did back then.

I don't completely agree. While most superheros don't undergo radical shifts in their powers or capabilities, they do frequently enhance the powers they do have. That's what the old Marvel game had 'Power Stunts' for.

Even some of the examples you have above - Spidey's gotten new gadgets, like his spider-tracers. He's refined his existing ones, like his web-shooters. He's able to do a lot of crazy 'web stunts' that he never did in the early days. Reed Richards has an incredible stock of his own gadgets, and expanded his stretching ability to include a bunch of other powers as well. The Hulk got stronger and stronger as the comic went on (even discounting the various other changes he went through). Tony Stark continually upgraded and improved the Iron Man armor. Batman has gone from a crimefighter in a cape to practically being Doc Savage. Superman. Magneto. The X-men. All of them have refined and improved their abilities - and what else is 'levelling up' but doing just that?

J
 

See, I agree 100% about superheroes and level systems, but the rest of your point brings it back to what I was saying: if the company wanted so very badly to stay away from the DnD feel, why use its system instead of just sticking with the Tri-Stat system? Based on what their rep said previously, I just don't see the reason for it other than being able to slap on the d20 logo and confuse some people who expected it to be more ... well, d20'ish.
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I'll say again, d20 is not D&D. D&D _uses_ d20, but the two are not one and the same. D&D existed well before d20 was remotely a thought in a game designer's head and d20 will be applied to many, many, many IPs beyond D&D. They are not the same thing. As for it being more "d20-ish" - it is d20. It just isn't "D&D-ish."

We wanted to stay away from the D&D feel because we are not creating a heroic fantasy game of swords and sorcery. We are creating a superhero game of modern day metahumans. The two are not the same thing and thus deserve different design approaches in order to present the best game possible to the fan.

Why did we do it? D20 is a good system with a strong support base and we felt it would be a good way to strength our IP development of Silver Age Sentinels. Exposing it to a new audience would enable us to develop SAS into an IP with greater potential of thriving and appealing to the largest audience possible. Some people avoid d20 like the plague (I'm reminded of the fan at GenCon that walked by the booth disdainfully commenting "they did a d20 version of it? Oh god!"). For fans like that, they can purchase the Tri-Stat edition. Others, however, will only play d20 and now they have their game.

D20 is a good game system and that is why we did SAS d20.
 

Furn_Darkside said:
Super heroes don't tend to increase in power over time (comic book-wise) and what works in a fantasy adventure just would not fly for a super hero adventure- so you need to tweek the rules to fit the different style.

That's true of pretty much all "adventure fiction." Science fiction characters don't tend to increase in power over time, movie action heroes don't tend to increase in power over time, fantasy characters don't tend to increase in power over time. Even in directly D&D inspired fiction, the protagonists usually remain at the same level of power from book to book - when was the last time Drizzt gained a level?

Bonus points to the first person to correctly use the term "bildungsroman."
 

Nah, d20 is more than you think. You want pushing the possibilities/boundaries?

Take a look at Spycraft - they did it right.

And for Super Heroes take a look at 4C2F. ;)

das Darke
 
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I really have to agree that tossing so much of the d20 system was, while technically doable, not the way to do.

The advantage of d20 is NOT the d20. The d20 is just a dice. AFAIAC, any will do (I will say I prefer linear dice over dice pools, but that's a whole 'nother ball of wax). It's the familiarity of the system that you are buying into. Well, and the logo. But the customer looks for the logo because they are looking for the familiarity. Stamping the d20 logo on your product and then not delivering the familiarity is something of an emtpy promise AFAIAC.

If you are going to change the game to "SAS with a d20 core mechanic", then I'd just as well just buy SAS and not have to worry about any problems trying to hammer in a d20 might cause.

This is all said assuming that Lizard's assessment of the game is correct; I do not have my game yet, and might come to different conclusions if I had a chance to look at it myself. But I know Lizard from online venues and trust his viewpoint, so there you go!
 

Re: It's Silver Age Sentinels, not D&D

whisper_jeff said:
Ok, I can address most of your points by simply stating that SAS d20 was never intended to be D&D in tights. If someone wants a D&D superhero game, buy the Epic Level Handbook - that's what it is - a superhero-ed version of D&D.

Excuse me while I call BS.

I don't find Spycraft to be "D&D in a tuxedo" nor do I find T20 to be "D&D in a vacc suit." These games depart from the base d20 paradigm in ways that they need to, but still retain the familiarity of the base system.

Can d20 do supers? I'll leave you all to be the judge of that. I like 4CTF, but I have to admit that Champions* and DC Heroes are my first love in supers. We'll see if M&M measures up to those standards. But if you didn't think it was possible, you shouldn't have done it.

As it was, it seems to me that you are just capilizing on the d20 logo without embracing the system... much like PEG. From a business standpoint, I can understand while you would do that.

But don't be surprised that the players/customers are calling you on it. We don't see things from a business standpoint.
 

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