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What would you change for d20 Modern 2.0
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<blockquote data-quote="King of Old School" data-source="post: 2721079" data-attributes="member: 8789"><p>1) Refine/rationalize the skill list. Fewer, broader skills make for more enjoyable characters IME. I'd also define a significant number of "basic" skills as class skills for all of the Base Classes.</p><p></p><p></p><p>2) Personally I think the dichotomy between generic Base Classes and archetypal Advanced/Prestige Classes is annoying and problematic. I'd significantly increase the number of talents available, incorporating most of the special abilities of the current Advanced Classes; and then I'd redo the Advanced Classes as prebuilt combos of Base Classes (like the class combos from the MPC), just to demonstrate the flexibility of the Base Class system and cater to the crowd that likes their classes defined archetypally. Prestige Classes would remain pretty much as is, but in <em>all</em> cases would be very campaign specific -- no generic classes that aren't built from Base Classes, as that totally contradicts the point of generic Base Classes in the first place. It's also clunky, and clunk is the devil.</p><p></p><p>(Yes, this means that FX abilities would have to become part of the feat/talent system. That's intentional. Skill-and-feat FX systems rock.)</p><p></p><p>I'd also make sure that feats which allow the selection of extra talents, or talents from other classes, are part of the core so that the flexibility is there for those who are willing to expend the feat slots. Breaking the feats into thematic trees, a la Spycraft, would be a good innovation as well.</p><p></p><p></p><p>3) Use subdual damage and damage reduction from D&D3.5. Accept that the nonlethal damage experiment was unsuccessful and unpopular.</p><p></p><p></p><p>4) Charles Rice's ideas on armour sound good to me too.</p><p></p><p></p><p>5) Include some kind of abstract-ish system for handling vehicles (or at least one that isn't so unwieldy with the use of squares).</p><p></p><p></p><p>6) Change the campaign models in the back! Combine Urban Arcana and Shadow Chasers as a single model (they're a single setting anyways, just using two different PC perspectives); replace Agents of PSI with Genetech, incorporating psionics as a character option (psionic franks? makes sense to me); and include a non-FX campaign model as well, though I'm not 100% sure what -- maybe a "caper" setting that makes good use of the new vehicle rules.</p><p></p><p>KoOS</p></blockquote><p></p>
[QUOTE="King of Old School, post: 2721079, member: 8789"] 1) Refine/rationalize the skill list. Fewer, broader skills make for more enjoyable characters IME. I'd also define a significant number of "basic" skills as class skills for all of the Base Classes. 2) Personally I think the dichotomy between generic Base Classes and archetypal Advanced/Prestige Classes is annoying and problematic. I'd significantly increase the number of talents available, incorporating most of the special abilities of the current Advanced Classes; and then I'd redo the Advanced Classes as prebuilt combos of Base Classes (like the class combos from the MPC), just to demonstrate the flexibility of the Base Class system and cater to the crowd that likes their classes defined archetypally. Prestige Classes would remain pretty much as is, but in [i]all[/i] cases would be very campaign specific -- no generic classes that aren't built from Base Classes, as that totally contradicts the point of generic Base Classes in the first place. It's also clunky, and clunk is the devil. (Yes, this means that FX abilities would have to become part of the feat/talent system. That's intentional. Skill-and-feat FX systems rock.) I'd also make sure that feats which allow the selection of extra talents, or talents from other classes, are part of the core so that the flexibility is there for those who are willing to expend the feat slots. Breaking the feats into thematic trees, a la Spycraft, would be a good innovation as well. 3) Use subdual damage and damage reduction from D&D3.5. Accept that the nonlethal damage experiment was unsuccessful and unpopular. 4) Charles Rice's ideas on armour sound good to me too. 5) Include some kind of abstract-ish system for handling vehicles (or at least one that isn't so unwieldy with the use of squares). 6) Change the campaign models in the back! Combine Urban Arcana and Shadow Chasers as a single model (they're a single setting anyways, just using two different PC perspectives); replace Agents of PSI with Genetech, incorporating psionics as a character option (psionic franks? makes sense to me); and include a non-FX campaign model as well, though I'm not 100% sure what -- maybe a "caper" setting that makes good use of the new vehicle rules. KoOS [/QUOTE]
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