Spycraft 2.0 is awesome!


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I'm into the chapter on skills after skimming over the class chapter.

So far I've heard good things online. Havn't seen much of anything extraordinary yet. The Action dice look a little sad to me in their application as a bonus.

The Skill Section so far is pretty ho-hum. I'm sure the section will be useful for examples and specific occorances of skill use in a Spy setting.

I'm not sure how useful or how much skill caps will add to the game. Why it helps the game for lower level skills (Rank 1-3) to have a cap of 20 is beyond me. I guess to keep them from doing as well as the dice and their modifiers would normally allow them to do? I'd think 20 + their skill rank should be the lowest cap (so 21-23 in this case). Maybe they'll make a case for it later. I guess it's becuause you can have others helping you and Ability Scores and Discretionary Bonuses, etc. But I guess I'm not a huge fan of limiting PCs in that way.

The books seems well laid out... just thick. There is a lot to absorb and unfortunately it's OGL. This means you have the eye stabbing fun of re-reading through stuff you've read before, but the wording is different and sometimes so is the rule/mechanics.

Thats a problem with most d20/OGL games and not a problem specific to Spycraft. At least they prepare you in Ch1 for some of the major changes :D

I'm preparing myself to be wowed as I continue onward :)
 

Denaes said:
I'm into the chapter on skills after skimming over the class chapter.

Go back to the class chapter and look at the core ability concept. p. 28 explains what it is. That's just one of the concepts I like. I would have approached it differently, but I definitely like the concept and their execution of it.
 

Oh yeah. Skip ahead to 342 and take a look at "Sprawled." That's a condition we've been needing and as far as I know it's original to Spycraft 2.0.
 

philreed said:
Go back to the class chapter and look at the core ability concept. p. 28 explains what it is. That's just one of the concepts I like. I would have approached it differently, but I definitely like the concept and their execution of it.

You're right, thats pretty damn cool.

I was only skimming over the classes because I didn't really expect to understand what their abilities were until I got into the game a bit deeper.

But I like the fact that each class has their own Core Ability that you can't multi-class into.

I think multi-classing into other classes on a conceptual level is pretty much a requirement to creating diverse unique characters that fit your ideas. This really helps you acheive that while still making it important which class you choose first. Because that's ultimately were you came from.
 

Denaes said:
But I like the fact that each class has their own Core Ability that you can't multi-class into.

I would have liked to have seen the core ability presented as a "core concept" that a player selects as the first step of character creation. Each core concept would include some base skills and feats and attribute modifiers and core concepts would gain core abilities that grow as the character advances in level. Basically, a little like a character class but designed to ensure that each player gets to play the type of character that he wants. Think of it as expanding D20 Modern's occupations into something that has meaning throughout the character's career.

I like the approach they used to the concept, I just would have done things differently. And no matter what they had an excellent idea.
 

How are firearms handled? I saw some advertising copy that went on about the new firearm system and firearm damage, etc. That interested me -- I think that the biggest problem in d20-based modern games is their treatment of firearms, I've never come across one that felt "right." (I won't go into all the problems here), here, I'm just primarily interested in a brief summary of the changes to the treatment of firearms -- is firearm combat new, exciting, and "better" like some of the promotional blurbs have promised?

Thanks for any information!
 

philreed said:
I would have liked to have seen the core ability presented as a "core concept" that a player selects as the first step of character creation. Each core concept would include some base skills and feats and attribute modifiers and core concepts would gain core abilities that grow as the character advances in level. Basically, a little like a character class but designed to ensure that each player gets to play the type of character that he wants. Think of it as expanding D20 Modern's occupations into something that has meaning throughout the character's career.

I like the approach they used to the concept, I just would have done things differently. And no matter what they had an excellent idea.

Sorta like d20 Moderns Professions.... only with a bit more bonus and Core Ability to it as opposed to just a skill and feat bonus.

You'd choose your core which is really what your character is all about, then slide through the other classes to flesh the character out? I think I'd like that better.

I think they tried that a little bit with those background choices you make at character gen like choosing to be a Geek or something...
 

philreed said:
I would have liked to have seen the core ability presented as a "core concept" that a player selects as the first step of character creation. Each core concept would include some base skills and feats and attribute modifiers and core concepts would gain core abilities that grow as the character advances in level. Basically, a little like a character class but designed to ensure that each player gets to play the type of character that he wants. Think of it as expanding D20 Modern's occupations into something that has meaning throughout the character's career.

I like the approach they used to the concept, I just would have done things differently. And no matter what they had an excellent idea.

LOL! Look at pages 17-24 and see if you didn't just describe Origins :).

And technically, d20 Modern's Occupations are like first edition Spycraft's Departments, not the other way around .We were on shelves when they announced they'd be doing a book later that year :cool:.
 

Morgenstern said:
LOL! Look at pages 17-24 and see if you didn't just describe Origins :).

Yeah, Origins are definitely the direction I'm thinking of but something more like "Origins Plus." :) And please don't think I'm complaining about your approach, you guys did a great job.


Morgenstern said:
And technically, d20 Modern's Occupations are like first edition Spycraft's Departments, not the other way around .We were on shelves when they announced they'd be doing a book later that year :cool:.

Noted. I didn't even buy the first edition of Spycraft until last year so I wasn't completely clear on the release order.
 

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