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What Lost, Abandoned or Short Lived TTRPG would you like to see get a re-issue and new support?
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<blockquote data-quote="Staffan" data-source="post: 9740261" data-attributes="member: 907"><p>Others have already mentioned using 2d10 instead of 1d20 in Masterbook. Some other changes are, off the top of my head:</p><ul> <li data-xf-list-type="ul">Dexterity split into Dexterity (hand-eye coordination) and Agility (full-body coordination). I think Spirit might have been renamed as well but I could be misremembering.</li> <li data-xf-list-type="ul">Instead of adding your bonus number to damage, you add your result points (margin of success). On one hand, this solves the glass ninja problem (TORG was kind of infamous for hard-to-hit characters getting absolutely splattered if actually hit, because the lucky roll needed translated to huge damage), but on the other hand it makes Agility a much stronger stat than Toughness (since more agility = less damage taken because both Unarmed/Melee combat and Dodge are based on that).</li> <li data-xf-list-type="ul">Some recalibration of cards to mostly give +2 instead of +3.</li> <li data-xf-list-type="ul">Since there is no distinction between Possibility-rated characters and "Ords", there is only one damage table that's somewhere between the two in TORG.</li> <li data-xf-list-type="ul">Introduction of an advantage/disadvantage system. Both advantages and disadvantages are rated on a 1-4 scale, and they have to match one-for-one (so if you have a level 3 advantage you need to have a level 3 disadvantage, you can't use a 2 and a 1). Different races have different numbers of ads/disads they can take, so one race might have 3 1s and 2 2s and another might have one each of 1, 2, 3, and 4.</li> <li data-xf-list-type="ul">All sorts of FX abilities (magic, psionics, miracles, weird science) use the same system, with it being up to the GM to specify any limitations. There's also a system in the core book for creating FX, and as I recall it was entirely deterministic rather than subject to rolls the way the Aysle spell creation rules are.</li> </ul></blockquote><p></p>
[QUOTE="Staffan, post: 9740261, member: 907"] Others have already mentioned using 2d10 instead of 1d20 in Masterbook. Some other changes are, off the top of my head: [LIST] [*]Dexterity split into Dexterity (hand-eye coordination) and Agility (full-body coordination). I think Spirit might have been renamed as well but I could be misremembering. [*]Instead of adding your bonus number to damage, you add your result points (margin of success). On one hand, this solves the glass ninja problem (TORG was kind of infamous for hard-to-hit characters getting absolutely splattered if actually hit, because the lucky roll needed translated to huge damage), but on the other hand it makes Agility a much stronger stat than Toughness (since more agility = less damage taken because both Unarmed/Melee combat and Dodge are based on that). [*]Some recalibration of cards to mostly give +2 instead of +3. [*]Since there is no distinction between Possibility-rated characters and "Ords", there is only one damage table that's somewhere between the two in TORG. [*]Introduction of an advantage/disadvantage system. Both advantages and disadvantages are rated on a 1-4 scale, and they have to match one-for-one (so if you have a level 3 advantage you need to have a level 3 disadvantage, you can't use a 2 and a 1). Different races have different numbers of ads/disads they can take, so one race might have 3 1s and 2 2s and another might have one each of 1, 2, 3, and 4. [*]All sorts of FX abilities (magic, psionics, miracles, weird science) use the same system, with it being up to the GM to specify any limitations. There's also a system in the core book for creating FX, and as I recall it was entirely deterministic rather than subject to rolls the way the Aysle spell creation rules are. [/LIST] [/QUOTE]
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What Lost, Abandoned or Short Lived TTRPG would you like to see get a re-issue and new support?
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