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What products do you consider innovative?
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<blockquote data-quote="Hjorimir" data-source="post: 2752600" data-attributes="member: 5745"><p>Fair enough...</p><p></p><p><strong>Eberron </strong> is innovative because it strives to be a D&D world, not just a fantasy world. I am a huge fan of fantasy, but the product moves past the traditional fantasy and offers a world that is true to the game.</p><p></p><p><strong>Grim Tales </strong> is innovative because it breaks the d20 class system apart into tiny pieces and allows players and game masters to really do whatever they please. I also found the Horror rules innovative.</p><p></p><p><strong>Mutants and Masterminds/True20 </strong> is innovative because it sees past the limit of hit points, which have always struck me as a kind of odd way of saying what a characters condition is ("I have 19 points of damage!") and merges the mechanic with the role-play ("I've been wounded!"). Also, MnM is particularly innovative with the inclusion of Power Levels. For the first time I have a supers game where you can account for a costumed avenger (i.e. the Batman) hanging around a paragon (i.e. Superman) with both having something to offer. Also, the flexibility in character design is outstanding and unprecedented in other d20 products that I've seen. Lastly, it incorporates rules that make the happenings within comic books make sense, like how a villain or hero always seems to get away.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 2752600, member: 5745"] Fair enough... [B]Eberron [/B] is innovative because it strives to be a D&D world, not just a fantasy world. I am a huge fan of fantasy, but the product moves past the traditional fantasy and offers a world that is true to the game. [B]Grim Tales [/B] is innovative because it breaks the d20 class system apart into tiny pieces and allows players and game masters to really do whatever they please. I also found the Horror rules innovative. [B]Mutants and Masterminds/True20 [/B] is innovative because it sees past the limit of hit points, which have always struck me as a kind of odd way of saying what a characters condition is ("I have 19 points of damage!") and merges the mechanic with the role-play ("I've been wounded!"). Also, MnM is particularly innovative with the inclusion of Power Levels. For the first time I have a supers game where you can account for a costumed avenger (i.e. the Batman) hanging around a paragon (i.e. Superman) with both having something to offer. Also, the flexibility in character design is outstanding and unprecedented in other d20 products that I've seen. Lastly, it incorporates rules that make the happenings within comic books make sense, like how a villain or hero always seems to get away. [/QUOTE]
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