What "system" elements are you proud of?

Morrus

Well, that was fun
Staff member
Are there any contributions to the d20 system as a whole that you're particularly proud of? Things that actually make the system better, rather than just add another feat or class?

For me, I'm fairly proud of:

*Degrees of Success Rules
*Drinking Rules
*Large Check Modifier Rules (upcoming in d20 Supers - it's a way of handing a check modifier of +75 which doesn't make the d20 roll completely pointless, and still keeps the game random without losing the d20 system in the process)

What would you say you've contributed as OGC which would benefit the system as a whole?
 

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In "Bodies and Souls" I'm pretty proud of the Stability mechanic which handles extended tasks well and serves as an alternative to infinite retries or no retries.

I also felt good about the incremental ritual gold cost to offset the ECL cost of templates.

In the upcoming "Masters of Arms" I like the Combination Maneuver System since it provides a means to generate more options in a fight and give fighter-types more tactical choices to make (in addition to being a clever bit of math applied to gaming).
 

2WS-Steve said:
In "Bodies and Souls" I'm pretty proud of the Stability mechanic which handles extended tasks well and serves as an alternative to infinite retries or no retries.

I just glanced at that - it does the very same thing that our Degree of success rules do, although in a different way.

That's another interesting area - mechanics (as opposed ot entire books) which cover the same ground. Here I'm promarily thinking of the various sea-going rules out there, but there are probably lots of smaller examples.
 

Morrus said:
Are there any contributions to the d20 system as a whole that you're particularly proud of? Things that actually make the system better, rather than just add another feat or class?
<snip>
What would you say you've contributed as OGC which would benefit the system as a whole?
I am quite proud of my contributions in the Enchiridion of Mystic Music... specifically:

1.) Hard rules for "Hearing Range" for Bardic Music - these rules do not exist in the SRD, and AFAIK, nobody else has done this.

2.) The "Mystic Music" system itself - making bardic music abilities a little more generic and expanding their options twelve-fold. A few classes here and there have had the odd ability, but they usually didn't stack with Bardic abilities and were not nearly as modular - and no provision is made for a bard to learn them (see #3 below).

3.) The "Mystic Composition" and learning "Mystic Music" system whereby rules are given for expanding a Bard's abilities - albeit with an associated XP cost. The XP cost balances the ability to do more stuff... and it makes sense that just as a wizard can research and duplicate spells, a bard can research and duplicate musical effects.

I think the thing I like most about the EoMM is its modularity... it can literally be plugged into an existing campaign one sentence at a time. You don't have to do the "whole thing." You can pick the parts you like and discard the ones you don't and the system in the EoMM is unaffected by your decision - there are no parts that require "other parts" - only the SRD.

--The Sigil
 

Morrus said:


I just glanced at that - it does the very same thing that our Degree of success rules do, although in a different way.


You're right Morrus; they should even generate the same result in the case of infinitely high Stabilities/Opposed TNs and everyone knows how vital it is that rules systems handle infinite iterations well. :cool:

You could also add in an analog of "extending the task" to the Opposed TN system by allowing a character to extend the content by increasing the Opposed TN. I think multiplying the TN by 1.5 or adding +5 (whichever is larger) might be a good solution. Finally, if you want to allow for true stalemates like in Chess you could require that a winner occur within a certain number of rounds (for Chess it might be as low as four or five rounds). Ideally it would be nice to require the winner to have a certain threshold but I'm not sure how to model that conveniently.
 

For me it is:
Theme Boxes
POI's---Points of Interest
The ability to give customers a truly workable city---crowded but off the shelf usable.
 


Psion said:


As well you should be! Kick arse innovation, IMO!

<blush>
thanks, it was my idea but Jeff did a great job implementing it in Interludes: Brief Expeditions to Bluffside and in the upcoming Interludes: Sands of Pain also written by Jeff Quinn. We have more goodies coming and they will all have theme boxes when applicable. We love them as well and have gotten wonderful feedback on all the points I mentioned above.
Thanks for the nice words Psion!:D
 
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