Why Star Wars, CoC, and Modern?

redwing

First Post
I have seen on threads that people believe there will be a revised version of D&D 3E based on the new rules from these games (Star Wars, Call of Cthulhu, and Modern). Why is this? What particular rules need to be changed?
 

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I don't think anything needs to be changed (except maybe the grappling rules), but all those other d20 games have different ways of doing the same things D&D 3E does.

I think that D&D "revised" might be something as simple as various options that you can pick and choose from, with a description about how those options might change your game.
 

In classic fantasy style, I like characters not to be so vulnerable without their armour - high level fighter-types, especially, are close to useless without magical armour.

If you want any swashbuckling element at all (whether or not that's "classic" fantasy), you need your characters to be able to adventure without armour - the D&D version of 'freeballing', I guess.

And the Defence bonus of these games (SW, d20 Modern et al.) would help achieve this.

Of course, that's just one element...
 

There are some popular rules variations involved, defense scores (AEG's 7th Sea converstion, Swashbuckling Adventures, replicates this with feats a bit), Wound Points / Vitality Points (and halfway items like death's door being your con score), Skill Focus having a better benefit, speak/read languages and perform being seperate skills for any given performance/speaking/reading a language...

And so on. Minor things that lots of people end up houseruling anyway.
 

I think the reason some people think that is that Wizards non-D&D d20 products all seem to have several common elements (except perhaps Cthulhu -- that one is just too different to have as much in common with Star Wars, Modern and WoT) -- less reliance on magic and equipment for class balance, including a class defense score, a reputation stat, the on again off again Vitality/Wound points, the on again off again Defense score and armor as DR -- then again, some of the elements never did make the cut into all those games, and with the exception of Star Wars, DR armor and VP/WP never flew.

I don't really know, I suppose, why people say that. There's no real reason to except that maybe they prefer some of those alternate mechanics? I know I do.
 

Because they fit the world concept better then the standard rules. That's the great think about all these option, we can move away from standard D&D and all the assumptions built into it to really be able to create the world we and our players want.
 

redwing said:

I have seen on threads that people believe there will be a revised version of D&D 3E based on the new rules from these games (Star Wars, Call of Cthulhu, and Modern). Why is this?
They notice new rules mechanics that does not exist in earlier products that can also be usable. But that happens with all new rules systems.

Ultimately, it up to the publisher if a revised or a new edition is warranted.
 


There arent that many differences

I own the PHB, CoC, and d20 Modern. The greater bulk of the system is largly unchanged. However, there are some things that I have noticed that would make a great deal of sense for a D&D game.

First, the way Modern handles the Jump skill is a great deal cleaner then how it is handled in the PHB. There is no awkward calculation based on character height in d20 Modern. There is also a Wealth system (which I like a great deal) which can replace keeping track of GP and makes minor purchases like paper, needles, pots and pans a great deal easier to work with (though in modern society, the wealth check makes sense due to banks, credit cards, and other such things, whereas mideval societies are a cash and carry only situation). There are also mechanics for Reputation and "Action Points" that could be brought into D&D for those who care for them.

Cthulhu does not have quite so many elements that would be brought into a D&D campaign. The Sanity system is one aspect of the game that is great fun, and could probably work inside of a Ravenloft campaign. There are also some VERY dangerous monsters in Cthulhu that a D&D player would never recognize, and would make for a great combat suprise. Skill emphasis gives a +3 bonus to a skill instead of +2 like the D&D version.

For my opinion, other then the Wealth system and a few re-worded and cleaned up skills, and maybe a few of the feats, there really is not much that should be added to D&D.

END COMMUNICATION
 

Yes, but Sanity lifted unchanged from the BRP version of the game was a mistake, I think. I'd like to cobble together a Sanity system that relies more on the standard d20 type mechanics to work (fail a Will save to take sanity damage, sanity is measured as WIS damage, or something like that.)
 

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