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General Tabletop Discussion
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streamlined D20 for diff. genre's?
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<blockquote data-quote="Voneth" data-source="post: 747498" data-attributes="member: 1016"><p>D & D fantasy is probably the hardest to emulate since a lot of people are very specific in what they want to see. On the flip side, MnM rules book strength is its sidebars which over up optional rules to bring the game back to regular d20 or push it further out there. </p><p></p><ul> <li data-xf-list-type="ul">Don't like the Damage Save, use the hit point rules instead</li> <li data-xf-list-type="ul">Don't like characters that improve in combat even if they didn't fight for a whole level, simply don't buy more BAB, or switch to the "Combat Skils" option.</li> <li data-xf-list-type="ul">As a GM, you want to create funky weapons or magic items without much brain sweat, use the standard Device rules</li> </ul><p></p><p>Some quick suggestions on how to make a lower level Fantasy game.</p><p></p><ul> <li data-xf-list-type="ul">Set the PC level to PL 5</li> <li data-xf-list-type="ul">Allow no Super Attributes or severly cap them (I run a space opera game and SAs are limited to 2 levels)</li> <li data-xf-list-type="ul">Mundane weapons and armor cost no character points to own</li> <li data-xf-list-type="ul">Have most powers be temporary in effect and duration, only allow magic items to have constant effects</li> <li data-xf-list-type="ul">Make skills cheaper, perhaps 1 character point buys 2 or 3 skill ranks</li> <li data-xf-list-type="ul">Use the hit point rules</li> <li data-xf-list-type="ul">Check out <a href="http://www.greenronin.com," target="_blank">www.greenronin.com,</a> to access their MnM fourm, this question comes up regulary and a lot of people have more suggestions, most of them playtested for a few months now.</li> <li data-xf-list-type="ul">Use a homemade flaw called Backfire. A mage has to make a Power Check, DC 10+level of magic being used. If he fails something bad happens. This allows for minor magics all day, but big ones might be dangerous</li> </ul></blockquote><p></p>
[QUOTE="Voneth, post: 747498, member: 1016"] D & D fantasy is probably the hardest to emulate since a lot of people are very specific in what they want to see. On the flip side, MnM rules book strength is its sidebars which over up optional rules to bring the game back to regular d20 or push it further out there. [list] [*]Don't like the Damage Save, use the hit point rules instead [*]Don't like characters that improve in combat even if they didn't fight for a whole level, simply don't buy more BAB, or switch to the "Combat Skils" option. [*]As a GM, you want to create funky weapons or magic items without much brain sweat, use the standard Device rules [/list] Some quick suggestions on how to make a lower level Fantasy game. [list] [*]Set the PC level to PL 5 [*]Allow no Super Attributes or severly cap them (I run a space opera game and SAs are limited to 2 levels) [*]Mundane weapons and armor cost no character points to own [*]Have most powers be temporary in effect and duration, only allow magic items to have constant effects [*]Make skills cheaper, perhaps 1 character point buys 2 or 3 skill ranks [*]Use the hit point rules [*]Check out [url]www.greenronin.com,[/url] to access their MnM fourm, this question comes up regulary and a lot of people have more suggestions, most of them playtested for a few months now. [*]Use a homemade flaw called Backfire. A mage has to make a Power Check, DC 10+level of magic being used. If he fails something bad happens. This allows for minor magics all day, but big ones might be dangerous [/list] [/QUOTE]
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