jakal said:
Feats; feats are a very well defined d20 mechanic that fits easily into a supers game but aren't in a standard game of d20 SAS.
Skills; Well technically that's not a mechanic but rather a set of options, but why not use the d20 standard set of skills instead of the tristat ones. I know you don't have problems with people using the d20 non-combat skills instead of the SAS ones but they should be standard, and I feel this is indicative.
Ok, I recognize that a _LOT_ of people feel that feats are a core part of d20. I disagree. They are a cool extension of the system, but they are not vital to the system. The game does not break down without feats. You can play D&D and completely remove feats from the game. It loses some of its _power_ but not its mechanical effectiveness. Fine, a fighter can't cleave a group of targets any more, but he can still swing a sword and kill an orc. Feats just take the game environment to the next level.
SAS d20 has rules that similarly allow taking the game to the next level (Attributes). Also, adding feats to SAS d20 is effortless (and in hindsight, I wish I had included the Attribute). 1 Power Point gives you one feat (except Leadership which is covered by other Attributes in the game). The character still needs to fulfill the feats requirements in order to take it. Simple. Easy. Yes, I should have added it to the book and I'm kicking myself that I didn't since feats seems to be one of the key things that people focus on when contesting that SAS d20 is not a d20 game...
As for skills, we have them. Fine, the list is different, but how hard is it to say "we're using the D&D list of skills plus the SAS d20 combat skill." Also, the mechanics for the skills are identical to traditional d20 with a couple of additions (specializations and combat skills).
Wulf Ratbane said:
The six basic attributes, classes, feats, skills, and d20 task resolution.
And most importantly, the mechanic of levelling up, with an attendant increase in attributes, classes, feats, skills, and bonuses to d20 task resolution.
Six basic ability scores? Got them. Classes? Have them too. Feats? See above. Skills? Have them (see above caveat). d20 task resolution? Have that too. Levelling up? Have that as well.
Thus, considering SAS d20 has all the elements (except feats, though adding them is effortless), why do you contest that SAS d20 isn't a d20 game? I can use Monster Manual creatures in an SAS d20 game with less than two minutes of conversions (due to armour being treated as Damage Reduction rather than an AC bonus and other minor tweaks). Would that not constitute a d20 game - being able to use other d20 material due to a similar base game mechanic?
And as a note, I'm seriously curious about your answers to this. I've heard that SAS d20 is not a d20 game often enough but I simply fail to see how it isn't. It isn't packaged like D&D in Tights, but it is a d20 game. The mechanics are the same. Character creation is different. Once you're done creating your character, however, game play is virtually identical to d20 (with exceptions that are obvious changes for a superhero game - such as the addition of a knockback mechanic and the removal of AOO). The _game mechanics_ are the same.
Since we plan on doing more d20 material (Slayers d20, BESM d20, d20 Mecha, plus several others that we have yet to announce), I want to know your (collective) thoughts on it. I may not agree (duh! <grin>), but it is helpful. Some products we have planned (Slayers d20) are going to be much more traditional d20 products while others are going to be a bit different (BESM d20). Since we plan on trying to make BESM d20 as obviously a d20 product as possible while simultaneously providing players and GMs with the complete freedom of character creation that BESM provides, it's kind of important to understand what the consumer views as d20.
Since a lot of people seem unwilling to separate D&D from d20 and vice versa, it is hard for publishers to innovate with the system through presenting new options since it will be viewed as "not d20." Currently, however, I feel that more publishers are looking to innovate the system (game designers are a creative lot, in general, so it is logical to think that they want to get creative with game mechanics eventually). Some will run the gauntlet as we did with SAS d20 and provide innovative new rules for the d20 system and deal with the hardcore audience complaining that it's "not d20" while others will follow the Green Ronin route and offer the product as OGL and thereby avoiding the entire "it's not d20" complaint since, well, it _isn't_ d20. Still, one way or another, I expect the next year or two will see more and more innovation with d20. Will it take? Who knows? All I know is that we aren't going to shy from the attempt. I also know other companies are similarly up to the challenge. I think the next year or two will be very cool for the fans. Then again, I think SAS d20 is a d20 game so what the hell do I know? <grin>