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Vampire The Masquerade D20?
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<blockquote data-quote="Sorren" data-source="post: 1690602" data-attributes="member: 20920"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>Did you read the same sentence I wrote? You quoted it, but did you read it? </p><p></p><p>"The new Storyteller system is d20 with d10s."</p><p></p><p>This doesn't <em>indicate</em> anything more than what it clearly says. The new Storyteller system is very much like the d20 system. The new changes make it more similar, but the combination of new and old ideas folded into the new system make it nearly identicle with a few exceptions.</p><p></p><p>I said the two systems are nearly the same. I couldn't care less how it got that way. I never said otherwise. the fact that the old WoD system had skills before D&D is irrelevent. It's meaningless in this conversation.</p><p></p><p></p><p></p><p>You're right. Defense really is AC and Damage Reduction combined. Same idea, but with only one roll.</p><p></p><p></p><p></p><p>I think that's a problem with your group. D&D, Starwars, Call of Cthulhu, and d20 Modern all use basicly the same rules. If your group only chooses to "role-play" when playing those other games, that isn't D&D's fought. It certainly has nothing to do with the rule systems.</p><p></p><p></p><p></p><p>You're complaining because it works? That's a first.</p><p></p><p></p><p></p><p>With a few minor exceptions (that have been mostly cleaned up in 3.5), I think this is a good thing. Otherwise, you essentially give every character access to every feat. Not every character should be able to Power Attack, Cleave, etc. Otherwise, why play a Fighter? Why not always play a Wizard if you can always come up with odd combinations and bizaar tactics that give you bonuses?</p><p></p><p></p><p></p><p>Well Tactical feats are hardly a part of the core system. That said, I still don't see the problem. Your options are to not use them at all, only allow them to the characters that qualify, or give them to everyone free.</p><p></p><p>The first and second is certainly an option. But how could you realisticly explain a character being trained in all of these styles? </p><p></p><p>For flavor issues, it's not a problem. You want a character trained in techniques inspired by hunting birds? Fine. Done. You don't NEED the Raptor School tactical feat to be able to say that. It's just flavor and is easily handled by the normal system. You can change the way you describe attacks without adding bonuses to hit, damage, or other mechanical effects.</p><p></p><p>You want mechanical benifits? You need to take the feat. Maybe getting the feat represents better understanding of your chosen fighting style.</p></blockquote><p></p>
[QUOTE="Sorren, post: 1690602, member: 20920"] :confused: Did you read the same sentence I wrote? You quoted it, but did you read it? "The new Storyteller system is d20 with d10s." This doesn't [i]indicate[/i] anything more than what it clearly says. The new Storyteller system is very much like the d20 system. The new changes make it more similar, but the combination of new and old ideas folded into the new system make it nearly identicle with a few exceptions. I said the two systems are nearly the same. I couldn't care less how it got that way. I never said otherwise. the fact that the old WoD system had skills before D&D is irrelevent. It's meaningless in this conversation. You're right. Defense really is AC and Damage Reduction combined. Same idea, but with only one roll. I think that's a problem with your group. D&D, Starwars, Call of Cthulhu, and d20 Modern all use basicly the same rules. If your group only chooses to "role-play" when playing those other games, that isn't D&D's fought. It certainly has nothing to do with the rule systems. You're complaining because it works? That's a first. With a few minor exceptions (that have been mostly cleaned up in 3.5), I think this is a good thing. Otherwise, you essentially give every character access to every feat. Not every character should be able to Power Attack, Cleave, etc. Otherwise, why play a Fighter? Why not always play a Wizard if you can always come up with odd combinations and bizaar tactics that give you bonuses? Well Tactical feats are hardly a part of the core system. That said, I still don't see the problem. Your options are to not use them at all, only allow them to the characters that qualify, or give them to everyone free. The first and second is certainly an option. But how could you realisticly explain a character being trained in all of these styles? For flavor issues, it's not a problem. You want a character trained in techniques inspired by hunting birds? Fine. Done. You don't NEED the Raptor School tactical feat to be able to say that. It's just flavor and is easily handled by the normal system. You can change the way you describe attacks without adding bonuses to hit, damage, or other mechanical effects. You want mechanical benifits? You need to take the feat. Maybe getting the feat represents better understanding of your chosen fighting style. [/QUOTE]
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