Lugh said:I kind of like the 5-level class for vampires. It meshes nicely with the rest of the system. For races, like elf, I'd still use the species rules from Stargate.
In brief, how does Stargate handle alien species?
Lugh said:I kind of like the 5-level class for vampires. It meshes nicely with the rest of the system. For races, like elf, I'd still use the species rules from Stargate.
Lugh said:And, there's suddenly three or four different ways that combat can end very suddenly. As a player, I don't like my character being that vulnerable to the whims of chance. I want to know whether or not I'm on the verge of death, not go from fine to unconscious on one bad roll.
Lugh said:In very brief, they use a slight variant on the macro-department rules from Spycraft.
If you don't know how those work, it's a bit tricky to be brief, but I'll give it a shot.
First, species get certain overarching bonuses and penalties. +2 to this stat, -4 to that stat, X skill is always a class skill, +1 every four levels to initiative, etc. It's presented in a much neater format than D&D's races, though admittedly with a bit less flavor (so, less pleasant to read, easier to reference).
[snip]
Because it allows you to do this (though, to my knowledge, it hasn't been done yet): choose a species, and then choose a professional training element. (This is, conceptually, what all human characters are: they get the "Human Macro-Species" benefits of being the baseline against which all others vary, and then they choose specific form of professional training that grants further benefits.)woodelf said:OK, i pulled out Spycraft to reread the relevant section, and i'm still left with another question:
Other than the occasional bonus that increases with character level, how is this different from how races are done in D&D3E? I'm missing how it's a significant change.