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You Can Play Pacific Rim, King Kong, Highlander, The Crow, Total Recall, Escape from NY, Universal Soldier, Rambo
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<blockquote data-quote="sigfried" data-source="post: 8624508" data-attributes="member: 1798"><p>Feel free to ask me any questions you like, I'm one of the two lead designers on Everyday Heroes.</p><p></p><p>We use the core of 5e mechanics, aka: Roll a d20, add an ability score modifier, add a proficiency bonus if applicable, and roll equal or better than some target number. Personally, I like it as it is flexible and easy to remember and has about the right level of variability for my tastes as a GM.</p><p></p><p>How we use it is... that's a longer story. Combat is largely like 5e, though the rules for gunplay and modern weapons change the way it feels when they come into play. We have our own rules for chases, and they are less crunchy and more free-form and narrative than most of the other modern games we looked at. We have a few more skills and many of our adventures are more likely to involve a lot of skill-testing situations compared to a typical fantasy adventure. I did a Night at the Museum adventure that has no planned combats at all, but our Escape from New York adventure has quite a lot of combat encounters. It really depends on the genre and the GM.</p><p></p><p>My philosophy as a designer is to give the players and GM a rich toolbox of material, lots of good advice, and encourage them to make good decisions for their game. We have a lot of optional rules in the GMs section and detailed advice on how to create different kinds of feelings and tones using the rules. We also have a long treatment on adventure pacing, dialog styles, and many of the types of scenes and scenarios common in action cinema.</p></blockquote><p></p>
[QUOTE="sigfried, post: 8624508, member: 1798"] Feel free to ask me any questions you like, I'm one of the two lead designers on Everyday Heroes. We use the core of 5e mechanics, aka: Roll a d20, add an ability score modifier, add a proficiency bonus if applicable, and roll equal or better than some target number. Personally, I like it as it is flexible and easy to remember and has about the right level of variability for my tastes as a GM. How we use it is... that's a longer story. Combat is largely like 5e, though the rules for gunplay and modern weapons change the way it feels when they come into play. We have our own rules for chases, and they are less crunchy and more free-form and narrative than most of the other modern games we looked at. We have a few more skills and many of our adventures are more likely to involve a lot of skill-testing situations compared to a typical fantasy adventure. I did a Night at the Museum adventure that has no planned combats at all, but our Escape from New York adventure has quite a lot of combat encounters. It really depends on the genre and the GM. My philosophy as a designer is to give the players and GM a rich toolbox of material, lots of good advice, and encourage them to make good decisions for their game. We have a lot of optional rules in the GMs section and detailed advice on how to create different kinds of feelings and tones using the rules. We also have a long treatment on adventure pacing, dialog styles, and many of the types of scenes and scenarios common in action cinema. [/QUOTE]
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