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Ultramodern4 and Amethyst
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<blockquote data-quote="Dias Ex Machina" data-source="post: 5974855" data-attributes="member: 58907"><p>"Look good" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Seriously though, Amethyst and Ultramodern4 have identical base rules. Where Amethyst differs is that it was designed to be fully compatible with Dungeons & Dragons without breaking 4E philosophy (much) while Ultramodern4 changes significant concepts. </p><p></p><p>For example, Amethyst still uses enhancement the same as D&D, forcing you to buy new gear as you advance through levels, where with Ultramodern4, you gain enhancement for free as you advance, allowing you to keep your 1st level pistol throughout your character's life. Ultramodern4 also adds ladders, which can not only greatly affect Ultramodern4 classes, but can also be applied to D&D classes as well. </p><p></p><p>Amethyst classes are all combat-based, military-themed. Ultramodern4 classes, though having nearly all the same powers as Amethyst, also have classes that have no attack powers which inflict actual damage. Yes, there are classes which are non-combatant. </p><p></p><p>The final big difference is that Amethyst is a campaign setting. Most of <em>Foundations</em> involves it's setting, not it's crunch. I do believe though, that you need both <em>Foundations </em>and <em>Evolution </em>to properly play Amethyst. Ultramodern4, although containing two adventures, has NO established setting. </p><p></p><p>HOWEVER, we hope to have a new setting out this year. Several people have heard about it; it's a political / espionage / cyberpunk setting. What's important about that book is that you can either use Amethyst or Ultramodern4 with it, though I think Ultramodern4 is a better fit.</p><p></p><p><img src="https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/458539_419285144776561_406050817_o.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 5974855, member: 58907"] "Look good" :) Seriously though, Amethyst and Ultramodern4 have identical base rules. Where Amethyst differs is that it was designed to be fully compatible with Dungeons & Dragons without breaking 4E philosophy (much) while Ultramodern4 changes significant concepts. For example, Amethyst still uses enhancement the same as D&D, forcing you to buy new gear as you advance through levels, where with Ultramodern4, you gain enhancement for free as you advance, allowing you to keep your 1st level pistol throughout your character's life. Ultramodern4 also adds ladders, which can not only greatly affect Ultramodern4 classes, but can also be applied to D&D classes as well. Amethyst classes are all combat-based, military-themed. Ultramodern4 classes, though having nearly all the same powers as Amethyst, also have classes that have no attack powers which inflict actual damage. Yes, there are classes which are non-combatant. The final big difference is that Amethyst is a campaign setting. Most of [I]Foundations[/I] involves it's setting, not it's crunch. I do believe though, that you need both [I]Foundations [/I]and [I]Evolution [/I]to properly play Amethyst. Ultramodern4, although containing two adventures, has NO established setting. HOWEVER, we hope to have a new setting out this year. Several people have heard about it; it's a political / espionage / cyberpunk setting. What's important about that book is that you can either use Amethyst or Ultramodern4 with it, though I think Ultramodern4 is a better fit. [IMG]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/458539_419285144776561_406050817_o.jpg[/IMG] [/QUOTE]
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