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General Tabletop Discussion
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What game mechanics do you like?
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<blockquote data-quote="mmadsen" data-source="post: 457306" data-attributes="member: 1645"><p>I really enjoy Feats. I also naturally enjoy the Fighter class and its Bonus Feat list. I love the way the same simple class can represent a Knight, an Archer, a Pikeman, a Hoplite, a Centurion, etc. In fact, I wish all the classes used Bonus Feats rather than set lists of Special Abilities. (There's no reason Bonus Feats have to be combat Feats, after all.)</p><p></p><p>Not that I can think of.</p><p></p><p>From other d20 games, I love the Defense bonus, elements of the Wound/Vitality system (mainly just starting with more Hit Points), armor as DR, and Call of Cthulhu's magic with a cost. Those are all easy to retrofit into D&D, except the last one; you have to replace many of the classes (and you probably want to scale things a bit differently, so everyone isn't going insane at the drop of a hat).</p><p></p><p>From Pendragon, I like the Trait system, and I've suggested using Law/Chaos and Good/Evil as a simple Trait system for D&D (particularly for Paladins and Clerics). I also like it's notion of a Winter Phase or "off season" between adventures, with plenty of mini-scenarios to play out back in town or back at the castle.</p><p></p><p>From Hero/Champions, I've always marveled at the line drawn between game mechanics and "special effects". You can use the same rules for an ice blast, fire blast, optic blast, etc. A guy who can run up walls and over water really just has a limited form of flight. You can even fit this into D&D a bit, most obviously by modifying existing spells with cool "flavor", or by reinterpreting existing feats slightly.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 457306, member: 1645"] I really enjoy Feats. I also naturally enjoy the Fighter class and its Bonus Feat list. I love the way the same simple class can represent a Knight, an Archer, a Pikeman, a Hoplite, a Centurion, etc. In fact, I wish all the classes used Bonus Feats rather than set lists of Special Abilities. (There's no reason Bonus Feats have to be combat Feats, after all.) Not that I can think of. From other d20 games, I love the Defense bonus, elements of the Wound/Vitality system (mainly just starting with more Hit Points), armor as DR, and Call of Cthulhu's magic with a cost. Those are all easy to retrofit into D&D, except the last one; you have to replace many of the classes (and you probably want to scale things a bit differently, so everyone isn't going insane at the drop of a hat). From Pendragon, I like the Trait system, and I've suggested using Law/Chaos and Good/Evil as a simple Trait system for D&D (particularly for Paladins and Clerics). I also like it's notion of a Winter Phase or "off season" between adventures, with plenty of mini-scenarios to play out back in town or back at the castle. From Hero/Champions, I've always marveled at the line drawn between game mechanics and "special effects". You can use the same rules for an ice blast, fire blast, optic blast, etc. A guy who can run up walls and over water really just has a limited form of flight. You can even fit this into D&D a bit, most obviously by modifying existing spells with cool "flavor", or by reinterpreting existing feats slightly. [/QUOTE]
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