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<blockquote data-quote="Denaes" data-source="post: 2398757" data-attributes="member: 33738"><p>Whatever the GM will allow as a breakthrough or ability in the setting, will be allowed. There simply cannot be another way. </p><p></p><p>This goes for SFX via mechanics, psionics, magic, priestly powers, supernatural abilities, etc. </p><p></p><p>I can explain the use of any of these abilities fairly easily in a Modern - no magic/supernatural - game in which they would be allowed. </p><p></p><p>Yeah, it's going to be pulpy and not in accordance with real life. If you want that you just don't allow them. Or allow what would make sense. </p><p></p><p></p><p></p><p>Or they might know how to rig wall sockets to shoot electricity or other Knowedgable use. </p><p></p><p>In the case of Elemental Strike & Control you're right that you wouldn't be able to "non-supernaturally" (in some sense) just do these things. But you can shift the focus to knowledge of how to do such things. Believe it or not, in the modern world there is electricity all over the place. Someone who has a knack for manipulating and flinging it will be at no shortage of using their knowledge.</p><p></p><p></p><p></p><p>They could just be doctors and have the power represent their greater knowledge over medicine, the human body and curing it. It doesn't have to be a super elixer or whatnot - though most likely a cure for a disease would be injected or somehow injested. </p><p></p><p></p><p></p><p></p><p>They would be granted the knowledge to use and manipulate their abilities and follow the constraints of the game reality. </p><p></p><p>Just because you're a super doctor doesn't mean you look at someone and they're healed. You still diagnose and treat them just like normal healing... only you're <strong>much</strong> better at it. </p><p></p><p></p><p></p><p>Possibly. Depends on what the GM is going for by placing that restriction. </p><p></p><p></p><p></p><p>Well if you're not letting Cure Disease be used as a supernatural power on the fly and requiring that a proper disease lab be set up and the doctor is doing doctor things, you wouldn't use the fatiguing element of it. </p><p></p><p>You're altering it to make it weaker and not as useful, so you can drop the restriction which doesn't make sense in the new application of the power. </p><p></p><p>And yes, if someone creates a cure for a disease and puts it into a syringe, anyone can use it as well as they can use any syringe.</p><p></p><p></p><p></p><p>You would adjust the Arcana so they make sense and are balanced in their own right if possible - but yeah, if you basically cripple the Arcane abilities as Feats, you should provide another bonus feat or two. </p><p></p><p></p><p></p><p>No, the Role is Adept, not Mad Scientist. Maybe the backgrounds you create for your setting, like "Mad Scientist" or "Doctor" might have some extra skills in there. You're not creating a class.There arn't classes in True20. </p><p></p><p>The point of the Roles in True20 (and D&D for that matter) is to distill the character creation process down to it's base elements of what power the character is accessing: SFX, Skills or Fighting Ability. Thats it. </p><p></p><p>If your character concept is SFX with Skills you can either be Expert and chose Wild Talant or choose Adept and that Feat that gives you 2 more skills. </p><p></p><p>If you start creating "Roles" (really classes is what you're talking about when you're defining how to treat it for the specific case of one character concept) that are catered to a specific concept, you'll soon have a long list of them. The point of True20 is that you don't need them. They choose Feats to define what they can do. </p><p></p><p>A doctor who can great cures is just a higher level Expert - maybe taking some extra Skill Focuses in Heal. </p><p></p><p>A doctor who can do SFX cures (beyond the tech level of the game or a totally alternate method) would be an Expert with medical skills and Wild Talant: Cure or maybe a rank of Adept in there somewere. </p><p></p><p>You can do it all pretty easily in this system. True, you might need more Feats - but you don't need more Roles or to really modify them. </p><p></p><p>Backgrounds is the other way to handle things and can be pretty damned sweet. They can give access to Feats not normally allowed or maybe bonuses to skills or other alternate equivilent abilities. </p><p></p><p>Otherwise you could use Paths to modify roles also - which is <strong>exactly</strong> what you're talking about doing. In Blue Rose they have the Path for Thief. They told you which Feats to get at first level, which two saves were the "Better" Saves - but they didn't! They gave you Dex. A special note was made that instead of his 2nd save, he got a bonus to dodge or something.</p><p></p><p>Exceptions can be made on a campaign level between Paths & Backgrounds and just using Expert & Warriors you can have a Diplomat, Thief, Scientist, Mechanic, etc that can all start quite different and might have slight alterations if needed to the Role of Expert. Maybe access to a SFX/Arcana Feat, maybe access to a unique Feat, maybe a bonus to skills, etc. </p><p></p><p>Heck, you can even layer on multiple levels of backgrounds: Race, Culture, Occupation (which could be Path instead)... A character raised in the city might have different bonuses than a country bumpkin or someone raised in the hood vs suburbia.</p></blockquote><p></p>
[QUOTE="Denaes, post: 2398757, member: 33738"] Whatever the GM will allow as a breakthrough or ability in the setting, will be allowed. There simply cannot be another way. This goes for SFX via mechanics, psionics, magic, priestly powers, supernatural abilities, etc. I can explain the use of any of these abilities fairly easily in a Modern - no magic/supernatural - game in which they would be allowed. Yeah, it's going to be pulpy and not in accordance with real life. If you want that you just don't allow them. Or allow what would make sense. Or they might know how to rig wall sockets to shoot electricity or other Knowedgable use. In the case of Elemental Strike & Control you're right that you wouldn't be able to "non-supernaturally" (in some sense) just do these things. But you can shift the focus to knowledge of how to do such things. Believe it or not, in the modern world there is electricity all over the place. Someone who has a knack for manipulating and flinging it will be at no shortage of using their knowledge. They could just be doctors and have the power represent their greater knowledge over medicine, the human body and curing it. It doesn't have to be a super elixer or whatnot - though most likely a cure for a disease would be injected or somehow injested. They would be granted the knowledge to use and manipulate their abilities and follow the constraints of the game reality. Just because you're a super doctor doesn't mean you look at someone and they're healed. You still diagnose and treat them just like normal healing... only you're [b]much[/b] better at it. Possibly. Depends on what the GM is going for by placing that restriction. Well if you're not letting Cure Disease be used as a supernatural power on the fly and requiring that a proper disease lab be set up and the doctor is doing doctor things, you wouldn't use the fatiguing element of it. You're altering it to make it weaker and not as useful, so you can drop the restriction which doesn't make sense in the new application of the power. And yes, if someone creates a cure for a disease and puts it into a syringe, anyone can use it as well as they can use any syringe. You would adjust the Arcana so they make sense and are balanced in their own right if possible - but yeah, if you basically cripple the Arcane abilities as Feats, you should provide another bonus feat or two. No, the Role is Adept, not Mad Scientist. Maybe the backgrounds you create for your setting, like "Mad Scientist" or "Doctor" might have some extra skills in there. You're not creating a class.There arn't classes in True20. The point of the Roles in True20 (and D&D for that matter) is to distill the character creation process down to it's base elements of what power the character is accessing: SFX, Skills or Fighting Ability. Thats it. If your character concept is SFX with Skills you can either be Expert and chose Wild Talant or choose Adept and that Feat that gives you 2 more skills. If you start creating "Roles" (really classes is what you're talking about when you're defining how to treat it for the specific case of one character concept) that are catered to a specific concept, you'll soon have a long list of them. The point of True20 is that you don't need them. They choose Feats to define what they can do. A doctor who can great cures is just a higher level Expert - maybe taking some extra Skill Focuses in Heal. A doctor who can do SFX cures (beyond the tech level of the game or a totally alternate method) would be an Expert with medical skills and Wild Talant: Cure or maybe a rank of Adept in there somewere. You can do it all pretty easily in this system. True, you might need more Feats - but you don't need more Roles or to really modify them. Backgrounds is the other way to handle things and can be pretty damned sweet. They can give access to Feats not normally allowed or maybe bonuses to skills or other alternate equivilent abilities. Otherwise you could use Paths to modify roles also - which is [b]exactly[/b] what you're talking about doing. In Blue Rose they have the Path for Thief. They told you which Feats to get at first level, which two saves were the "Better" Saves - but they didn't! They gave you Dex. A special note was made that instead of his 2nd save, he got a bonus to dodge or something. Exceptions can be made on a campaign level between Paths & Backgrounds and just using Expert & Warriors you can have a Diplomat, Thief, Scientist, Mechanic, etc that can all start quite different and might have slight alterations if needed to the Role of Expert. Maybe access to a SFX/Arcana Feat, maybe access to a unique Feat, maybe a bonus to skills, etc. Heck, you can even layer on multiple levels of backgrounds: Race, Culture, Occupation (which could be Path instead)... A character raised in the city might have different bonuses than a country bumpkin or someone raised in the hood vs suburbia. [/QUOTE]
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