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<blockquote data-quote="Laslo Tremaine" data-source="post: 2374548" data-attributes="member: 330"><p>Please forgive me for over-use of the quote feature, but I am having a hard time understanding this viewpoint...</p><p></p><p></p><p>Here is where I am confused. You want to use True20 for a modern system, but you are concerned that magic is too powerful. But at the same time you are concerned that if you leave the Adept role out of the game, it is now incomplete. I personally have no problems removing the Adept for a no FX game. No magic, fine, no Adept and no supernatural powers. It would not effect the game in any way. The Expert and the Warrior can quite adequately model pretty much any real-life modern character concept.</p><p></p><p></p><p>Why is this contrary to the system? If you want a modern game with FX, but you don't want them to be too powerful, then just say that Adepts must multi-role 50/50 with another role. </p><p></p><p>Presto! Low-power magic or psionics without having to alter the game system one bit.</p><p></p><p></p><p>I will not deny that True20 evolved from Blue Rose, which is indeed a fantasy setting (but pretty un-D&D-like). At the same time, you can call powers psionics instead of magic, and you no longer have a generic fantasy bent. </p><p></p><p>I guess that my base question is: What modern character concept are you not able create using True20? Granted, you might need to import a feat or two for things like vehicle stunts or gun stunts, but that is pretty trivial to do.</p><p></p><p></p><p>From my point of view, the reason for the Adept role is one of game balance. The Supernatural Powers system in True20 is pretty versatile and broad-reaching and the Adept role is a trade-off. To be able to access the full range of powers, you give up some skills, BAB and saves (as compared to the Expert). I personally like this feature, and see no reason to change it.</p><p></p><p><em>Edited for clarity</em></p></blockquote><p></p>
[QUOTE="Laslo Tremaine, post: 2374548, member: 330"] Please forgive me for over-use of the quote feature, but I am having a hard time understanding this viewpoint... Here is where I am confused. You want to use True20 for a modern system, but you are concerned that magic is too powerful. But at the same time you are concerned that if you leave the Adept role out of the game, it is now incomplete. I personally have no problems removing the Adept for a no FX game. No magic, fine, no Adept and no supernatural powers. It would not effect the game in any way. The Expert and the Warrior can quite adequately model pretty much any real-life modern character concept. Why is this contrary to the system? If you want a modern game with FX, but you don't want them to be too powerful, then just say that Adepts must multi-role 50/50 with another role. Presto! Low-power magic or psionics without having to alter the game system one bit. I will not deny that True20 evolved from Blue Rose, which is indeed a fantasy setting (but pretty un-D&D-like). At the same time, you can call powers psionics instead of magic, and you no longer have a generic fantasy bent. I guess that my base question is: What modern character concept are you not able create using True20? Granted, you might need to import a feat or two for things like vehicle stunts or gun stunts, but that is pretty trivial to do. From my point of view, the reason for the Adept role is one of game balance. The Supernatural Powers system in True20 is pretty versatile and broad-reaching and the Adept role is a trade-off. To be able to access the full range of powers, you give up some skills, BAB and saves (as compared to the Expert). I personally like this feature, and see no reason to change it. [i]Edited for clarity[/i] [/QUOTE]
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