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Stretching d20
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<blockquote data-quote="Psion" data-source="post: 1386855" data-attributes="member: 172"><p>Well, I've already given you my take in the sister thread at RPGnet, but just in case anyone here has any commentary:</p><p></p><p> </p><p></p><p>Changes in magic system -- cool, but you'd better have a good reason. There are plenty of "point based" spell systems out there; you'd better have a good reason for writing a new spell system other than "I wanted a point spell system."</p><p></p><p>Classes -- feel free to churn them, make them flexible, or whatever. But if your setting is d20 fantasy, you better have some reason for not using most of the existing D&D classes.</p><p></p><p>And finally, if you are going to try to make it classless, you had better make it sing, because otherwise, I'd rather just play Hero or some other point based system. Trying to sell people classless d20 strikes me as trying to sell Eskimoes refrigerators.</p><p></p><p>BAB, saves, etc. If you are targeting general d20 fantasy (AKA, D&D), stick with the formula. If you are making a stand alone game, feel free to try and impress me with your innovations.</p><p></p><p>Feats - Have 'em.</p><p></p><p>News Skills - Stick with broad skills. Don't invent new skills that overlap with existing skills (Forbidden Kingdoms, I am looking at you.) Where possible, tuck new skills under existing categories (profession, knowledge, etc.)</p><p></p><p>Drawbacks - If you have a drawback system, it had better be good. I have yet to see a drawback system in d20 I really like. And some I outright hate (Kenzer's Villain Design book, I am looking at you.)</p><p></p><p>Keep it simple - it's hard to summarize specifically what I am looking for here other than to say "if you can do something complex or simple with about the same results, opt for the latter." Example that comes to mind: T20 has a rule for "level 0" skills that allows you to use a trained skill, but if it's an untrained skill, you get level one instead. On the scale d20 uses, that's over-complicated. Just give people 1 rank in the skill of question and it is handled with minimal difference.</p><p></p><p>Keep it systematic / use existing conventions -- again, unless you have a good reason not to. T20 is again a culprit here by not using standard creature statistics. Bottled Imp's liches books, FFG's schools, and Bastions prestige races are also culprits, for having elements IN THE GAME that would be perceived precisely the same as a racial or prestige class, but in the rules are handled by a whole different set of mechanics.</p></blockquote><p></p>
[QUOTE="Psion, post: 1386855, member: 172"] Well, I've already given you my take in the sister thread at RPGnet, but just in case anyone here has any commentary: Changes in magic system -- cool, but you'd better have a good reason. There are plenty of "point based" spell systems out there; you'd better have a good reason for writing a new spell system other than "I wanted a point spell system." Classes -- feel free to churn them, make them flexible, or whatever. But if your setting is d20 fantasy, you better have some reason for not using most of the existing D&D classes. And finally, if you are going to try to make it classless, you had better make it sing, because otherwise, I'd rather just play Hero or some other point based system. Trying to sell people classless d20 strikes me as trying to sell Eskimoes refrigerators. BAB, saves, etc. If you are targeting general d20 fantasy (AKA, D&D), stick with the formula. If you are making a stand alone game, feel free to try and impress me with your innovations. Feats - Have 'em. News Skills - Stick with broad skills. Don't invent new skills that overlap with existing skills (Forbidden Kingdoms, I am looking at you.) Where possible, tuck new skills under existing categories (profession, knowledge, etc.) Drawbacks - If you have a drawback system, it had better be good. I have yet to see a drawback system in d20 I really like. And some I outright hate (Kenzer's Villain Design book, I am looking at you.) Keep it simple - it's hard to summarize specifically what I am looking for here other than to say "if you can do something complex or simple with about the same results, opt for the latter." Example that comes to mind: T20 has a rule for "level 0" skills that allows you to use a trained skill, but if it's an untrained skill, you get level one instead. On the scale d20 uses, that's over-complicated. Just give people 1 rank in the skill of question and it is handled with minimal difference. Keep it systematic / use existing conventions -- again, unless you have a good reason not to. T20 is again a culprit here by not using standard creature statistics. Bottled Imp's liches books, FFG's schools, and Bastions prestige races are also culprits, for having elements IN THE GAME that would be perceived precisely the same as a racial or prestige class, but in the rules are handled by a whole different set of mechanics. [/QUOTE]
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