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General Tabletop Discussion
*Pathfinder & Starfinder
What would you rather see: core rulebook or traditional trilogy?
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<blockquote data-quote="Greg K" data-source="post: 5777091" data-attributes="member: 5038"><p>It really depends on what is included. Savage Rules (especially Deluxe by increasing from digest to standard book size) and True20 Revised get a lot into a single book</p><p></p><p>Savage Worlds Deluxe is 160 pages</p><p>1. Player and GM info</p><p>2. 16 character templates</p><p>3. Edges (their equivalent of feats) and hindrances</p><p>4. Bennies (thier version of 3e Action points)</p><p>5. Skills</p><p>6. Powers including </p><p>a. a power point system</p><p>b. a non-power point system</p><p>c. guidelines for several different types of magic. They use Edges as a requirement of access to powers and then explain how each type casts.</p><p>7.combat</p><p>a. maneuves</p><p>b. called shots</p><p>c. Tricks </p><p>d. Test of Wills</p><p>e. dials for adjusting lethality</p><p>8. Typical stuff (e.g., environment, fatigue, starvation, vehicles)</p><p>9. GMing advice (including advice for tailoring the rules to setting)</p><p>10. Sample monsters + new ones</p><p>11. Many sample adventure outlines</p><p>12. Other Stuff (e.g., chase rules, interludes, social conflict rules)</p><p></p><p>If the designers can cover all of this in one book (160 pages is perfect size in my opinion), I am fine with a single book. Doing so will, in my opinion, require a different approach than 0-3e spells and 4e powers. It will also be required to lure me away from Savage Worlds and True20.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5777091, member: 5038"] It really depends on what is included. Savage Rules (especially Deluxe by increasing from digest to standard book size) and True20 Revised get a lot into a single book Savage Worlds Deluxe is 160 pages 1. Player and GM info 2. 16 character templates 3. Edges (their equivalent of feats) and hindrances 4. Bennies (thier version of 3e Action points) 5. Skills 6. Powers including a. a power point system b. a non-power point system c. guidelines for several different types of magic. They use Edges as a requirement of access to powers and then explain how each type casts. 7.combat a. maneuves b. called shots c. Tricks d. Test of Wills e. dials for adjusting lethality 8. Typical stuff (e.g., environment, fatigue, starvation, vehicles) 9. GMing advice (including advice for tailoring the rules to setting) 10. Sample monsters + new ones 11. Many sample adventure outlines 12. Other Stuff (e.g., chase rules, interludes, social conflict rules) If the designers can cover all of this in one book (160 pages is perfect size in my opinion), I am fine with a single book. Doing so will, in my opinion, require a different approach than 0-3e spells and 4e powers. It will also be required to lure me away from Savage Worlds and True20. [/QUOTE]
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What would you rather see: core rulebook or traditional trilogy?
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