The Imperial Age Design

1. There's been a trend in OGL games to condense the skill list a bit. Would you prefer to see similar skills folded together, or keep the Modern "classic list?" (obviously, certain skills, like Computer Use, will be left out regardless).
I'm probably in the minority, but I think this trend goes too far. I don't care for Notice, for example, as Listen and Spot are two very different things I prefer to keep separate.

2. OGL characters have lots of feats, talents, and class features, but no flaws other than the potential of low ability scores. Would you like to see a Drawback/Flaw system?
Not a bad idea. I've used a flaw/drawback system for some time now in my d20 Modern games: The Book of Drawbacks and Distinctions Modern. That PDF is one of my favorite, most used, must-haves for d20 Modern. Much like Adamant's Hot Pursuit.

3. Are there any advanced classes that you'd like to see? I've added a few, but I'd like to know what you felt was missing from your OGL games.
Perhaps you might consider adding some from the Thrilling Tales line that "cross over", like Big Game Hunter and Cowboy.
 

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Jaerdaph,

1. Currently, we decided to leave skills as-is. We did remove Computer Use, but it was replaced with Fantastic Science (I'll go over it again to make sure that it adequately covers analytical engines).

2. Drawbacks in some form are on the table.

3. Re: TT classes; the Boxer is already a part of Fisticuffs & Swordplay. I've also adapted the Big Game Hunter and the Fortune Hunter. Cowboy Hero is on the fence.

Walt
 

If we condense skills, it will be designed for easy reverse-engineering (the big three would be Acrobatics (balance/tumble), Perception (listen/spot), and Stealth (hide/move silently)).

I'm a big proponent of condensing the skill list. In addition to these changes, I'd rework Drive and Pilot to include vehicle types, so that the skills work like Perform with its various performance types. This will reduce the need for some of the vehicle feats, like Surface Vehicle Operation, and will allow for more flexible characters (i.e. no more having to wait two levels in order to take a vehicle feat).

I'd also increase the ways that Action Points can be used. SW Saga and the Buffy RPG have good examples for additional uses.

I also like the suggestion, discussed in another recent thread, of doing away with the increased cost for Cross Class Skills but keeping the limit for Skill Ranks.
 


So will the combined Imperial Age be released as one big PDF too?

I generally don't buy the piecemeal products and wait for the compendiums.

I have thought this setting interesting for some time and have been waiting for something like this.

Razuur
 


Just thought I'd update you all on our progress.

We're trucking along just fine. We're still on target for release in December.

A few changes were implemented. Among them:

1. The Wealth system. While characters still have a Wealth bonus, their bonus is converted into British currency for purchasing items and aquiring cash during adventures.

2. Psionics have been replaced with the psychic system from The Psychic's Handbook by Green Ronin. For me, this is coming full circle, as I'd originally considered these rules for the Alienist. This means, of course, that the Alienist gets a facelift.

3. There are new magickal and psychical advanced classes.

4. Adamant's Hot Pursuit, Foe Factory: Modern, and Character Drawbacks are being incorporated.

Those are the big ones off the top of my head. We've been working our tails off to make this the biggest and best Imperial Age product yet!

Walt Ciechanowski
Imperial Age Line Developer
Adamant Entertainment
 

Just thought I'd update you all on our progress.

We're trucking along just fine. We're still on target for release in December.

We've been working our tails off to make this the biggest and best Imperial Age product yet!

Walt Ciechanowski
Imperial Age Line Developer
Adamant Entertainment

I can hardly wait! Good luck and thanks for the update.
 

New Update 11/11/08

Hey all! Time for another progress report.

We're still looking at a December release. Those of you that have seen my other thread know that we had to make some hard decisions in order to keep the game from being the size of a phone book.

Amongst the latest changes/updates:

1. London and the Gentleman Scientist were cut out of the book. Hot Pursuit is on the fence (there are, however, full rules for vehicles).

2. A few edits were made to Magick and Grimoire. The biggest cut was the SRD spell list. We've selected a small assortment for the book, but it was a page count hog as-is. The Druid and two prestige classes: the Alchemist and Tarot Oracle.

3. The psychic chapter is finished, with five advanced classes: Alienist, Faith Healer, Fortune Teller, Medium, and Stage Magician.

4. Engines is still on the fence; we're debating leaving it in or taking it out and incorporating it into a larger "steampunk" supplement. If it does get cut, chances are the spell list will go back in.

These changes, as with everything else, are subject to change once everything is finally edited and prepped for layout. I'm working on the last major section now (equipment).

Thanks for your support!

Walt Ciechanowski
Imperial Age Line Developer
Adamant Entertainment
 

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