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Trinity Player's Guide and Aberrant
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<blockquote data-quote="Achan hiArusa" data-source="post: 1670735" data-attributes="member: 2597"><p>The Trinity Player's Guide is available for less than $12 at <a href="http://www.DriveThrurpg.com" target="_blank">www.DriveThrurpg.com</a> (that beats the $50+ on ebay or the $127 on Amazon.com).</p><p></p><p>Von Ether if you read this pass the word along, I have forgotten my username on the White Wolf site and therefore can't ask for a new password.</p><p></p><p>I'd like to contribute to the Aberrant d20 discourse (I know some of this has been mentioned before).</p><p>1) Make quantum the sum of your Str modifier + Int modifier + Con modifier. If I use point buy (42 points, the minimum I use for that), it gives an average starting quantum of 6 and a maximum of 25 for a 20th level nova (I know this deviates from canon a bit, but it also boosts powers).</p><p></p><p>2) Since Adventure! d20 has a bonus knack feat, why not institute a bonus power slot feat. Buy the feat and you get an extra power slot (it also keeps the players from guessing what level someone is after they have tested their powers).</p><p></p><p>3) Allow a power slot to be traded for 6 ability points, three feats, or (6 + Int bonus) x 4 skill points, thus allowing someone to make the Mole from the Aberrant sourcebook.</p><p></p><p>4) Powers that are based on every other level should become every level. Why a 20th level nova can't use a 20d6 quantum bolt when a 20th level wizard can fire off a 25d6 meteor swarm is beyond me.</p><p></p><p>5) I think the ideas make the mega-ability feats give you + your quantum to distribute amongst your mega-abilities is much better than just simply adding to one. I also like using super-ability powers from Mutants and Masterminds (giving a +1 per point to skills, checks, attack rolls, etc. instead of +1 straight to the ability score).</p><p></p><p>6) And nobody has mentioned that they just cut and paste the armor chart from Adventure! d20 instead of translating the chart from the Aberrant book.</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 1670735, member: 2597"] The Trinity Player's Guide is available for less than $12 at [url]www.DriveThrurpg.com[/url] (that beats the $50+ on ebay or the $127 on Amazon.com). Von Ether if you read this pass the word along, I have forgotten my username on the White Wolf site and therefore can't ask for a new password. I'd like to contribute to the Aberrant d20 discourse (I know some of this has been mentioned before). 1) Make quantum the sum of your Str modifier + Int modifier + Con modifier. If I use point buy (42 points, the minimum I use for that), it gives an average starting quantum of 6 and a maximum of 25 for a 20th level nova (I know this deviates from canon a bit, but it also boosts powers). 2) Since Adventure! d20 has a bonus knack feat, why not institute a bonus power slot feat. Buy the feat and you get an extra power slot (it also keeps the players from guessing what level someone is after they have tested their powers). 3) Allow a power slot to be traded for 6 ability points, three feats, or (6 + Int bonus) x 4 skill points, thus allowing someone to make the Mole from the Aberrant sourcebook. 4) Powers that are based on every other level should become every level. Why a 20th level nova can't use a 20d6 quantum bolt when a 20th level wizard can fire off a 25d6 meteor swarm is beyond me. 5) I think the ideas make the mega-ability feats give you + your quantum to distribute amongst your mega-abilities is much better than just simply adding to one. I also like using super-ability powers from Mutants and Masterminds (giving a +1 per point to skills, checks, attack rolls, etc. instead of +1 straight to the ability score). 6) And nobody has mentioned that they just cut and paste the armor chart from Adventure! d20 instead of translating the chart from the Aberrant book. [/QUOTE]
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