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What needs to be fixed/improved in d20 Modern?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4347186" data-attributes="member: 710"><p>Nah, I suggest a fight to the death...</p><p></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Though, on second thought - you're basically a grognard, right? This means you're an old guard wargamer! I probably stand no chance... Dang! It was a short, but eventless life...</span></p><p><span style="font-size: 9px"></span></p><p></p><p></p><p>One approach could be to create a "Life-Style" value that works a little like the current wealth system if you buy stuff below your wealth level. </p><p>The rest could be done with cash and maybe another metagame mechanic (possibly something to cover "Assets" like vehicles, houses, but maybe also contacts and stuff). </p><p></p><p></p><p>I prefer the strengths and weaknesses lying inside each individual "component". Character A is good at ranged combat, but weak in melee and can't take much damage. He is also good at driving cars or flying helicopters, but knows nothing about computer or research, and he knows how to keep a straigt face when lying. Character B is a dedicated martial artist which must get close to his enemies to be effectice. He is good at using computers and and well-learned, and competent at intimidating people, but he knows next to nothing about vehicles and is bad at negotiations.</p><p></p><p>If you allow alternating between non-combat and combat, you also run into the problem that you end a Jack of all Trades, Master of nothing. Which is bad once you face "level appropriate" challenges. Maybe having level-dependent modifiers combined with special abilities that are dependent on how you chose your focus works better for that. (So, a Strong4/Smart4 would have the same BAB a a Strong8, but the Strong would have more useful abilities - be it 4E style powers or 3E like tactical feats or anything along those lines.)</p><p></p><p></p><p>One of my ideas was to have multiple levels of Massive Damage. </p><p>15 damage => Fort DC 15. (Failure: You drop to -1 hp)</p><p>25 damage => Fort DC 20. (Failure: You are exhausted)</p><p>35 damage => Fort DC 25. (Failure: You are fatigued)</p><p>If you take 35 points of damage, you must make a single save, but compare to all 3 DCs. You take the penalty for each save you fail. (You could of course just use the highest DC to check if you drop to -1). </p><p>The trick is making the balance work out.</p><p>The PCs should expect 25 points of damage at the same point where they can beat a Fort DC 20 as easy as they could beat a Fort DC 15 when they had to expect 15 points of damage. (Maybe something like a 10 % chance to take that damage and a 50 % chance to fail the save - adjust for preferred lethality)</p><p></p><p></p><p>I think the number of skill points could be higher. But I am generally not a big fan of the unpredictable nature of skill modifiers in 3E/d20 Modern. It doesn't fit</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4347186, member: 710"] Nah, I suggest a fight to the death... [size=1] Though, on second thought - you're basically a grognard, right? This means you're an old guard wargamer! I probably stand no chance... Dang! It was a short, but eventless life... [/size] One approach could be to create a "Life-Style" value that works a little like the current wealth system if you buy stuff below your wealth level. The rest could be done with cash and maybe another metagame mechanic (possibly something to cover "Assets" like vehicles, houses, but maybe also contacts and stuff). I prefer the strengths and weaknesses lying inside each individual "component". Character A is good at ranged combat, but weak in melee and can't take much damage. He is also good at driving cars or flying helicopters, but knows nothing about computer or research, and he knows how to keep a straigt face when lying. Character B is a dedicated martial artist which must get close to his enemies to be effectice. He is good at using computers and and well-learned, and competent at intimidating people, but he knows next to nothing about vehicles and is bad at negotiations. If you allow alternating between non-combat and combat, you also run into the problem that you end a Jack of all Trades, Master of nothing. Which is bad once you face "level appropriate" challenges. Maybe having level-dependent modifiers combined with special abilities that are dependent on how you chose your focus works better for that. (So, a Strong4/Smart4 would have the same BAB a a Strong8, but the Strong would have more useful abilities - be it 4E style powers or 3E like tactical feats or anything along those lines.) One of my ideas was to have multiple levels of Massive Damage. 15 damage => Fort DC 15. (Failure: You drop to -1 hp) 25 damage => Fort DC 20. (Failure: You are exhausted) 35 damage => Fort DC 25. (Failure: You are fatigued) If you take 35 points of damage, you must make a single save, but compare to all 3 DCs. You take the penalty for each save you fail. (You could of course just use the highest DC to check if you drop to -1). The trick is making the balance work out. The PCs should expect 25 points of damage at the same point where they can beat a Fort DC 20 as easy as they could beat a Fort DC 15 when they had to expect 15 points of damage. (Maybe something like a 10 % chance to take that damage and a 50 % chance to fail the save - adjust for preferred lethality) I think the number of skill points could be higher. But I am generally not a big fan of the unpredictable nature of skill modifiers in 3E/d20 Modern. It doesn't fit [/QUOTE]
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