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Would you be satisifed with d20 as your only RPG? [Ties into RyanD's blog entry.]
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<blockquote data-quote="Herobizkit" data-source="post: 3339067" data-attributes="member: 36150"><p>I haven't seen Unisystem yet, but I'm with you 110%. If you could d20-ify GURPS (BESM d20 comes VERY close), I believe I would have the perfect system to run anything, period.</p><p></p><p>GURPS supplements are jam-packed to the nines with real-world, incredibly well-done research that is invalubale to any gamer. Not only does each supplement create new rules for each setting (and invariably cause the same cross-product snags as d20 supplements), there is also a great deal of "how to" suggestions for campaign flavour and lots of background information to show the reader the sources of inspiration.</p><p></p><p>True20 takes what works from d20 and shaves off the excess. While it does create a less "role-centric" universe, it puts the emphasis on the story and takes it away from the traditional kill/take/power-up mentality of standard d20.</p><p></p><p>Personally, I enjoy d20 Modern's take on the traditional character classes. More generic, but still customizable. I wish they had more talent trees, or a "universal" talent tree that every role could pick from, but d20 gets it the most "right" for the kinds of characters *I* enjoy creating.</p><p></p><p>Special mention goes out to Shadowrun's magic system, as well as the system presented in Erik Mona's Elements of Magic: Mythic Earth. That's the kind of juice I like with my breakfast.</p><p></p><p>And more psionics, dammit.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 3339067, member: 36150"] I haven't seen Unisystem yet, but I'm with you 110%. If you could d20-ify GURPS (BESM d20 comes VERY close), I believe I would have the perfect system to run anything, period. GURPS supplements are jam-packed to the nines with real-world, incredibly well-done research that is invalubale to any gamer. Not only does each supplement create new rules for each setting (and invariably cause the same cross-product snags as d20 supplements), there is also a great deal of "how to" suggestions for campaign flavour and lots of background information to show the reader the sources of inspiration. True20 takes what works from d20 and shaves off the excess. While it does create a less "role-centric" universe, it puts the emphasis on the story and takes it away from the traditional kill/take/power-up mentality of standard d20. Personally, I enjoy d20 Modern's take on the traditional character classes. More generic, but still customizable. I wish they had more talent trees, or a "universal" talent tree that every role could pick from, but d20 gets it the most "right" for the kinds of characters *I* enjoy creating. Special mention goes out to Shadowrun's magic system, as well as the system presented in Erik Mona's Elements of Magic: Mythic Earth. That's the kind of juice I like with my breakfast. And more psionics, dammit. [/QUOTE]
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Would you be satisifed with d20 as your only RPG? [Ties into RyanD's blog entry.]
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