converting d20 to gurps

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Post by Rogue 9 »

Utsanomiko wrote:
Rogue 9 wrote: If you don't like classes, that's your prerogative. I'm not going to argue that, as it's purely a matter of personal preference. However, allow me to point out that between skills, feats, and the ability to go into another class at any time you so choose, it's about as loose as a class and level system can be.
That's another thing I don't get about d20 classes; why is anyone impressed by skills/feats? The first time I found out that 3rd ed could really only customize its classes with token bonuses and minor extra skills, I was very dissapointed. So what? They still function the exact same way despite barely-noticeable additions.
*Sigh* I didn't want to have to do all this work to prove my point, but here goes.

Two fighters, both at 6th level. Same class and level. Similarity ends there. Ability score generation method: 5d6 drop lowest 2 for both. For the sake of brevity, I'm leaving out the magical equipment selection that characters of their level would normally be due beyond simple +1 weapons and armor.

Aeliath Elendili: male elf fighter 6; CR 6; medium humanoid (elf); HD 6d10; HP 33; Init +4; Spd 30 ft.; AC 19 (touch 14, flat footed 15); Base Attack Bonus +6/+1; Grapple bonus +7, Attack +8/+3 melee (1d8+1/19-20, masterwork longsword) or +12/+7 ranged (1d8+2/x3 [+13/+8, 1d8+5/x3 within 30 ft.], +1 mighty composite longbow [+1 STR bonus]) or +10/+10/+5 ranged (1d8+2/x3 [+13/+8, 1d8+5/x3 within 30 ft.], +1 mighty composite longbow [+1 STR bonus] with Rapid Shot); Special Qualities: Low light vision, elven blood; Space/Reach 5 ft./5 ft.; Alignment: Chaotic Good; Saves: Fortitude +5, Reflex +6, Will +3; STR 13, DEX 19, CON 11, INT 15, WIS 12, CHA 15. Age 132 years, height 5' 6", weight 157 pounds.

Skills and Feats: Climb +10, Hide +8, Listen +6, Spot +9, Swim +10; Alertness, Combat Expertise, Far Shot, Point Blank Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow).

Languages: Common, Elven, Sylvan, Gnome

Equipment: +1 mighty composite longbow [+1 STR bonus], +1 chain shirt, masterwork longsword, bedroll, 2 bags caltrops, spyglass, flint and steel, 3 torches, waterskin, trail rations
____________________________________________________________

Thog Grishrek: Male half-orc fighter 6; CR 6; medium humanoid (orc); HD 6d10+12; HP 69; Init +2; Spd 20 ft.; AC 18 (touch 12, flat footed 16); Base Attack Bonus +6/+1; Grapple bonus +10, Attack +12/+7 melee (1d12+7/x3, +1 greataxe) or +8/+3 ranged (1d6/x3, shortbow); Special Qualities: Darkvision 60 ft., orc blood; Space/Reach 5 ft./5 ft.; Alignment: Neutral Evil; Saves: Fortitude +7, Reflex +4, Will +4; STR 19, DEX 14, CON 14, INT 10, WIS 14, CHA 9. Age 23 years, height 6' 4", weight 237 pounds.

Skills and Feats: Intimidate +8, Jump +13; Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe).

Languages: Common, Orc

Equipment: +1 greataxe, shortbow, +1 breastplate, thumbscrews, 2 daggers (1 boot, 1 belt), black traveler's cloak, horse jerky, jug of orcish fireale

Well, there you have it. Both fighters, both 6th level, but completely different skill sets. For the one, we have an archer and woodsman, a typical guardian of an elven forest community, a highly intelligent individual and one who has taken the time to learn skills not typical to his profession, such as camouflaging himself and developing keener senses. His archery is of the sort and quality that will leave you dead from over 150 feet away before you even see him. For the other, we've got a wandering half-orc thug, ruthless and cunning, if not overly bright, skilled at frightening others but not much else, and absolutely brutal with his gigantic axe, which he loves to use up close and personal against others, particularly those weaker than himself. I came up with these in about twenty minutes; if I put my mind to it and delved into books beyond simply the Player's Handbook I could vary them even more. And that's with fighters; if I went with a wizard or, even more unique, a sorcerer, I could make all the difference in the world with spell selection before I even started to choose their skills. "Barely-noticeable additions" my ass.
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Post by Rogue 9 »

Eleas wrote:
Rogue 9 wrote: :roll: I was describing freeform, retard, not d20.
Problem is, you were describing d20. You were describing the mentality bred by d20. Don't whine just because you can't see any alternative to d20 than freeform.
I can. I was describing the problems of one alternative, and the one I happen to have the most experience in. It's an alternative that I find enjoyable for different reasons, but freeform and rulesets have different strengths and weaknesses and always will. And d20 does not intrinsically breed that mentality; that's a mentality you get out of a certain subset of players in every game ever conceived by mankind. The only difference there is which systems make that mentality easiest to act upon.
And that is what I as a GM want to NOT HAPPEN because unstoppable ability combos are no fun at all. As a player I'm there because I want a challenge. Just mowing down the villains through an unforeseen interaction between rules or abilities isn't any fun, and that sort of thing is far more likely to come about in a system where you get to cherrypick your abilities.
I agree with the first point, but not the second. I honestly feel this is a "Player versus GM" scenario, and not symptomatic of the flaws of a given system (unless it was Synibarr, which encourages Player versus GM).
It's not player versus GM, at least not exclusively. It's also player vs. player a lot of the time, because the munchkinized character is stepping on the toes of everyone at the table, at least if the rest of the players are there to have a good time rather than crunch combat stats.
However, in a system in which you get to cherrypick your abilities, you only get those abilities if you're actually out to get them, or if the system is broken. Whereas I strongly feel that the way d20 is set up encourages a climb towards the zenith of combat heaven on part of the characters.

A life of combat for the characters is the default assumption of d20 in general. If they're doing something else and not combat, then you'd do well to find a different system; in fact, for noncombat games I maintain that freeform is generally better than any ruleset. The rules are around to adjudicate conflict; if there's no fighting and nothing really riding on the numbers then there's precious little need for them.
I've seen people try to "break" the system too many times to believe. I've heard of the practice of drawing up "character plans" to insure that the characters eventually become the way the players envisioned them to be in the first place. It's not working.
Yes, the system can be broken. Any system can be broken, even ones that carry great weight of importance such as the justice system or tax system, much less trivial matters such as games.
Now that's a cogent refutation of points.
Given that no one else brought it up, there was nothing to refute. I was stating my opinions of various systems and the horror of that one came to mind. Seriously, you ever try to play Vampire? *Shudder*
Of course. It is a vibrant, brilliant system, elegantly simplistic in its... aw, fuck it.

It's absolute shit. It's perhaps the worst system I've ever used. It makes d20 look like the love child of Shaft and Clint Eastwood. Its probabilities are FUBARed beyond all recognition, and the definitions of skills and their levels just makes you wonder what the hell the designers were smoking.

What's worse is that apparently, the new Vampire system is worse.

Very much so. I don't think it's a coincidence that Vampire is the favored game of goths and masochists. :P
Again, I see the point fails to strike home. Attempting a reflex save is done automatically. You don't get a choice. We could charitably assume that most people would want to do such a thing, but... what if someone wanted to just take the god damn arrow?
You are obviously profoundly ignorant of the rules. A character can choose to forgo his save.
Not according to the d20 Star Wars rules, kemo sabe.
They don't matter in discussing default d20, because the default d20 system is presented in the D&D core rulebooks while Star Wars has many rules changes such as the wounds/vitality system among other things. Why do you think I've been operating from them when it was obvious that you were working from Star Wars? Every time a D&D character receives a cure spell, he is voluntarily forgoing his save; otherwise he'd be forced to take a save for half the healing. (Cure spells offer a save because they cause damage to undead, which of course do indeed want to save against them.)
*Sigh* There is also an extensive section on house rules and how the DM is free to change whatever the hell he wants in the Dungeon Master's Guide. Got any more selective quoting to do?
Fuck you. We were discussing d20. I own a d20 system. I therefore am qualified to comment on d20 games, and in no way obligated to own them all. You may accuse me of quoting selectively, but that doesn't change the fact that the whole book says so, and that you god damn well know that it makes you a liar. Quoting the book I own when it states its intentions in clear text is hardly "selective", anymore than quoting Bushisms to point out that Bush has said stupid things is dishonest.
You own a heavily modified from the default d20 system. The d20 license explicitly states that the core system is found in the mechanics presented in the D&D core rulebooks (the fantasy setting, of course, not being part of the mechanics), thus the existence of the System Reference Document for third party d20 publishers (which you probably don't know about; Wizards doesn't advertise it's existence).
That section is there because, frankly, someone who tries to modify the rules without understanding them will in all likelihood throw the game's balance out of whack. If someone were to, say, decide he didn't like spell effect caps at low level and got rid of them across the board, then at high level the spellcasters become game-breakingly powerful, with wizards and sorcerers tossing around 20d6 3rd level spells and clerics healing insane amounts of damage at the cost of a first level spell slot. Maybe it's just me, but having cure light wounds have essentially the same effect as heal when you get up into 20th+ level is a little much.
It's a scare tactic. What's more, it's stupid. I can't answer "yes" to most those questions, but I wouldn't dream of not changing an obviously stupid rule because it might gain some justification for existence further down the road.
Nor I, which is why I usually changed the paladin's mount back to it's 3e rules when I run a 3.5 campaign and used Monte Cook's alternate ranger in place of the retarded one in the 3.0 PHB when I ran 3.0 games. But what I'm getting at is that those guidelines are for newbie DMs. Once someone is familiar with the system, he can generally tell if something is really stupid or not and whether messing with it will throw something else out of whack without needing to worry about those guidelines.
You again neglect the fact that a character can choose to forgo his save if he desires. Either that or you're deliberately misrepresenting the entire concept of the save in order to disparage the system.
Not in d20 Star Wars, again. As for your attempts at painting me in a dishonest light, I have to wonder if you're projecting.
I stand corrected with respect to SW d20, though I suspect that the exclusion of that particular footnote was an error; have you looked into the errata?
[snip Power Attack text]

"Joshei pulled back his fist, putting his weight behind the blow and yelling a Kiai to strike a heavy blow at the prone foe. Alas, he had not learned how to strike heavier than usual, and so his blow did the same amount of damage. If only he had been out adventuring more."

[snip Combat Expertise]

"Next, Joshei drew his weapon. As a woodsman he had trained the arts of the longsword for a number of years. However, he simply was not smart enough to know how to assume as cautious a position as possible."

[snip Defensive fighting]

That one I agree with. The rest I don't, because they are special skills. If you made me into a d20 character, I would have no Warrior - esque Feats, yet would still be able to do all those things. That's why the system is limited in that regard.

You have a point, but I have to give you the game balance answer. If any character could just swing harder with little to no reason not to do so, everyone would be doing it all the time, much to the detriment of the basic balance assumptions in the combat system.
As you can see, there are myriad ways of modifying your attack roll for how hard you want to hit or for concentrating more on defending yourself. Again, you demonstrate great ignorance of the d20 system.
That's "dislike", and it's justified.
No, that's being unaware of fighting defensively. I considered putting up total defense as well, but it doesn't technically fit the "modified attack roll" requisite of answering your criticism, since it involves giving up all attacks for the round to concentrate on defense.
Not quite. Some DMs require training to be performed to gain level-related benefits and so forth. Others might simply award experience for training, although seriously, who wants to spend their gaming session having the character go to the gym? Both options are detailed in the Dungeon Master's Guide.
Yes. That's a good method of doing things, I agree with that. But why does it require already harvested XP?
Limitations of the game. As I said in the second option, it is possible to just hand out usable XP in exchange for training, but sitting around talking about how you go to the gym and do such and such, and then calculating the challenge rating of a 100 pound barbell so that XP can be awarded accordingly is just boring. I'd rather go out and kill myself a dragon.
It's not a rule change to add description onto the effects of the dice rolls, dumbass. It's what you're supposed to do. I wasn't repeating that d20 is a great system as a response to your point; I was pointing out that your point was incorrect and for you to think so your imagination must be severely handicapped.
I made the point that you had few ways of actually affecting the world around you in the game. Few variations. In which way the actions are then later interpreted has no bearing on that fact, and that was why I felt you were simply reciting the mantra of "if it doesn't work, change it, and that's why the existing rules are good." You weren't, I guess.
The dice are a task resolution tool, nothing more. The attack roll is a generic tool for resolving the task of attacking something. The exact nature of the attack is up to you and the kind of weapon you're using.
What concession? I like complex. You think you can have a variable-based combat system without complexity? You know, we could get rid of the complexity, but that would make your earlier lie about how every attack roll is the same true by eliminating the rules for grappling, tripping your opponent, bull rush, defensive fighting, power attacks, parries, and so forth. This would not be a good thing.
I did not lie, you fucking idiot. Every attack that a generic person can make is basically similar in very significant ways. You cannot vary the strength behind the blow. You cannot vary the number of attacks without Feats or extra weapons or high levels, something that isn't true in actual, you know, combat. You cannot feint. Etc. The grappling rules are nice, and a good addition, but the system is still painfully static. Furthermore, parries are a static value, not a roll.
Not true. A generic person without the Improved Trip feat, for instance, can still trip someone. He just has a harder time doing it; all the feat does is make the already existing task easier to perform. A generic person can try to attack from a horse without the Mounted Combat feat, but he will suck at it (as it should be; a mounted lance charge is no easy task). Your generic 1st level warrior can try to bowl someone over to get past him (overrun), but someone with the Improved Overrun feat has an easier time at it and doesn't run the risk of getting clocked with a mace by the person he's overrunning.
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Post by Utsanomiko »

Well, there you have it. Both fighters, both 6th level...
...And the biggest difference is a couple extra skills that reflect the character's personality/style. Good thing you chose not to also make them both Elves and have the same ability scores, or they'd be even more alike (especially in combat). Creative use of D&D's character creation, but I've seen what can be done in D6/Tensided/etc.
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Post by Knighthawk »

Arthur_Tuxedo wrote:
Solauren wrote:Meanwhile, I tought my neighbours 11 year old daughter to play it in less then 10 minutes
You can teach anybody to play any RPG in less than ten minutes, so that's not really a selling point.
Knighthawk wrote:Well, I think I've ranted too long about this, and likely have ostracized a player or two (Hotfoot)...I'll shut it now.
Don't be so self-depricating. A well-thought out post does not normally ostracize people in G&C unless the message is "I hate/love D&D".
I appreciate that. I'm still working to figure out exactly the feel and atmosphere of SDnet. So far my stay has been very positive, and I hope that it continues this way :)

As for D&D, I think that it needs to be simpler. I mean seriously, think about it, for the vast majority of us, Dungeons and Dragons was our first gaming system ever, am I right? It is also considered the backbone of the gaming community, both domestic and abroad. The system has gone from something rather simple, and relatively user friendly, to something so complex that it has a normally united community divided.

I am not sure about the rest of you, but it seriously makes me wish for simpler times.

Oh, and as a side note, my first system was actually Star Frontiers (yes, cringe in fear!)

-K
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Post by Rogue 9 »

Used to be simpler? How long have you been playing? 2e was complex as hell simply because TSR kept adding onto it and didn't check for consistency or redundancy; it was so patchwork by the end of it's run when WotC took over that a lot of the rules were self-contradictory.
Last edited by Rogue 9 on 2005-01-25 11:05pm, edited 1 time in total.
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Post by Rogue 9 »

Utsanomiko wrote:
Well, there you have it. Both fighters, both 6th level...
...And the biggest difference is a couple extra skills that reflect the character's personality/style. Good thing you chose not to also make them both Elves and have the same ability scores, or they'd be even more alike (especially in combat). Creative use of D&D's character creation, but I've seen what can be done in D6/Tensided/etc.
I said the similarity ended at class and level and I meant it. Why should I handicap myself through keeping myself to identical ability scores and races when the entire point of the exercise was to demonstrate how different I could make the characters? Ability scores and race are part of that. And I consider a moderately stealthy bow specialist to be quite different from an in-your-face, greataxe swinging bruiser. They simply do not fill the same niche in an adventuring party; the first one could almost take the ranger's place if he had Track.
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Post by Knighthawk »

Rogue 9 wrote:Used to be simpler? How long have you been playing? 2e was complex as hell simply because TSR kept adding onto it; it was so patchwork by the end of it's run when WotC took over that a lot of the rules were self-contradictory.
Ok, I'll field the first part first. I've been roleplaying games since I was about 7 or 9...which makes it like 18 years or so. I've been running games since about 10 or 11 which makes it about 14-15 years I've been RPGs.

Now, for the second part, when I played and ran D&D (both basic and advanced) we used the basic books for the most part. I think the only thing we ever really splurged on was setting sets (Forgotten Realms, Dark Sun, Spelljammer).

I think I just found the problem with my currect game...too many supplements! I've been buying so many supplements, trying to keep my players' options open that it inadvertently sabotaged my game. EUREKA!

Oh, for shits and giggles here's my list of games I've played and/or run:
<b>Cyberpunk 2020, Dungeons and Dragons (various versions), Battletech, Mechwarrior, Heavy Gear, Jovian Chronicles, Shadowrun, Vampire, Wraith, Werewolf, Star Frontiers, Aliens, Gamma World, Marvel Superheroes, DC Heroes, Rifts, Robotech, Traveller, Warhammer, Ogre, Top Secret</b>
* I think there are more, but they're elluding me right now.

-K
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Post by Knighthawk »

Utsanomiko wrote:
Well, there you have it. Both fighters, both 6th level...
...And the biggest difference is a couple extra skills that reflect the character's personality/style. Good thing you chose not to also make them both Elves and have the same ability scores, or they'd be even more alike (especially in combat). Creative use of D&D's character creation, but I've seen what can be done in D6/Tensided/etc.
I found it interesting he used 5d6 instead of the new, standardized 4d6 drop the lowest method. I remember using straight 3d6 and saying "look! I got a 12! I'm doing alright!"

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Post by Rogue 9 »

Knighthawk wrote:
Utsanomiko wrote:
Well, there you have it. Both fighters, both 6th level...
...And the biggest difference is a couple extra skills that reflect the character's personality/style. Good thing you chose not to also make them both Elves and have the same ability scores, or they'd be even more alike (especially in combat). Creative use of D&D's character creation, but I've seen what can be done in D6/Tensided/etc.
I found it interesting he used 5d6 instead of the new, standardized 4d6 drop the lowest method. I remember using straight 3d6 and saying "look! I got a 12! I'm doing alright!"

-K
I run high powered campaigns, mostly through the influence of my first DM, who not only generated our stats with 5d6 drop two, but gave us an 18 if we didn't roll one. (I did roll one; my first ever stat roll was four 6s and a 5. :D) Challenges to the characters are scaled up accordingly. I would have used one of the two standard methods (either 4d6 or the elite array), except that I don't bother making characters that I won't use. These boys, now that they exist (and have to some extent had their backgrounds fleshed out; my mind just works this stuff out on it's own while I'm making the character) they're going to see action at some point and, as I said, I run high powered campaigns.
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Post by Hotfoot »

I would think that for the purposes of a comparison, it would be best to do point-buy, to make all things equal.
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Knighthawk wrote:
Rogue 9 wrote:Used to be simpler? How long have you been playing? 2e was complex as hell simply because TSR kept adding onto it; it was so patchwork by the end of it's run when WotC took over that a lot of the rules were self-contradictory.
Ok, I'll field the first part first. I've been roleplaying games since I was about 7 or 9...which makes it like 18 years or so. I've been running games since about 10 or 11 which makes it about 14-15 years I've been RPGs.

Now, for the second part, when I played and ran D&D (both basic and advanced) we used the basic books for the most part. I think the only thing we ever really splurged on was setting sets (Forgotten Realms, Dark Sun, Spelljammer).

I think I just found the problem with my currect game...too many supplements! I've been buying so many supplements, trying to keep my players' options open that it inadvertently sabotaged my game. EUREKA!

-K
Yes, that will do it. I buy campaign setting material and not a whole lot else. I do have a few splatbooks, but I don't go wild buying everything Mongoose Publishing puts out. :P
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Post by Utsanomiko »

Rogue 9 wrote:
Utsanomiko wrote:
Well, there you have it. Both fighters, both 6th level...
...And the biggest difference is a couple extra skills that reflect the character's personality/style. Good thing you chose not to also make them both Elves and have the same ability scores, or they'd be even more alike (especially in combat). Creative use of D&D's character creation, but I've seen what can be done in D6/Tensided/etc.
I said the similarity ended at class and level and I meant it. Why should I handicap myself through keeping myself to identical ability scores and races when the entire point of the exercise was to demonstrate how different I could make the characters?
Because my point was that skills and feats couldn't make a class different. You ignored that by adding in extra variables.

I could make two totally different style of Bounty Hunters in D6 using a starting template with the same species, attribute points, and hell even identical same starting skills. Just spend 50 points on each in completely different skills. They could be total dualities of their profession: one could have all combat and survival skills, the other focus on investigation, persuasion, and information. OR I could split up those skills among them in a balanced but overspecialized fashion: Each has a only a few skills in each general fields of the profession (one interogates people and uses common guns, the other looks up info and hacks computers and fights with traps/heavy weapons or vehicle combat).

Ability scores and race are part of that. And I consider a moderately stealthy bow specialist to be quite different from an in-your-face, greataxe swinging bruiser. They simply do not fill the same niche in an adventuring party; the first one could almost take the ranger's place if he had Track.
Shit, using the sort of mild variety your exmaples listed, I bet someone with D6 could even make two characters different simply though skill specializations. Firearms: sniper rifle vs Firearms: sub machine gun, Con: impsersonate vs Con: subterfuge, Interrogation: bully vs Interrogation: manipulate, Investigation: criminal records vs Investigation: contacts, and different specializations of Streetwise, Cultures, and Law Enforcement for different regions. different styles of combat, different methods of tracking, and different location advantages simply by narrowing their skills even further.
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Post by Rogue 9 »

:roll:

The differences between different varieties of conning people are far fewer and less significant than the differences between sneaking around with a bow and being in your face with a greataxe. Take away the skills and feats for a second (never mind the fact that if you take away the feats, all a fighter has is a good base attack bonus and Fortitude save). Could I still make them into the builds seen here? Certainly not; the elf would have none of the stealth or bow tricks that are so central to his character's abilities and in the meantime would actually be better at intimidating than the half-orc through virtue of his better Charisma score. Hell, your demand that they both be elves with identical ability scores is kind of self-defeating; since ability score prerequisites are a factor in most of the larger feat trees, I would in all probability have little choice but to put them on similar feat paths anyway. If I were to go even further and make them absolutely identical but for skills and feats (meaning same equipment, same weapons, same everything) then quite frankly meaningful difference would be impossible; I could give one of them all the heavy melee weapon feats I wanted, but he wouldn't get to use them because conditions of being identical but for skills and feats stick him with equipment incompatible with said feats; he would just be worse than his counterpart with the weapons he had.

Edit: And hell, out of the assumed default party (fighter, cleric, wizard, rogue), the fighter is possibly the least customizable, although with the cleric it's a close thing. (The fighter's got his adaptable bonus feat selection while the cleric has his choice of domains and spells prepared; it's pretty close there.) I defy you to find me two rogues with identical skill sets and since the rogue is the most skill-centric class in the game, this does make one hell of a difference between the characters. As for the wizard, major differences there are as simple as the choice between fly and fireball in his spellbook. :P Replace the wizard with sorcerer and things get even more crazily different; a sorcerer can be the ultimate charmer, a master illusionist, a sneak thief, or the tried, true, and ever popular mobile gun platform (:P) simply through selection of spells known.
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Post by Utsanomiko »

Rogue 9 wrote::roll:

The differences between different varieties of conning people are far fewer and less significant than the differences between sneaking around with a bow and being in your face with a greataxe.
Correct, because that last example would have relied simply on specializations of identical attribute/skills rather than more realistic variety. It was just an example of variation on an extremly minor level; most don't even bother getting specializations in anything but weapon, repair, and piloting skills.

The two suggestions I gave before of different mixes of skills would have produced a soldier-like hunter and a non-combat investigator, or two bountyhunters with wholly different mixes of skills in several fields, and could feasibly play effectively in the same adventure and team up in the same occupation. Same attributes and template but completely different skills and methods of play; like comparing a Wizard with a Warrior.
If I were to go even further and make them absolutely identical but for skills and feats (meaning same equipment, same weapons, same everything) then quite frankly meaningful difference would be impossible; I could give one of them all the heavy melee weapon feats I wanted, but he wouldn't get to use them because conditions of being identical but for skills and feats stick him with equipment incompatible with said feats; he would just be worse than his counterpart with the weapons he had.
Exactly my point: at the bottom of it feats and skills are just fluff to flavor a pidgeonholed class system. Too often people promote it like it's the driving factor in makes wholly different characters. when D20's racial ability system has a bigger influence.
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Post by Rogue 9 »

Utsanomiko wrote:
Rogue 9 wrote::roll:

The differences between different varieties of conning people are far fewer and less significant than the differences between sneaking around with a bow and being in your face with a greataxe.
Correct, because that last example would have relied simply on specializations of identical attribute/skills rather than more realistic variety. It was just an example of variation on an extremly minor level; most don't even bother getting specializations in anything but weapon, repair, and piloting skills.

The two suggestions I gave before of different mixes of skills would have produced a soldier-like hunter and a non-combat investigator, or two bountyhunters with wholly different mixes of skills in several fields, and could feasibly play effectively in the same adventure and team up in the same occupation. Same attributes and template but completely different skills and methods of play; like comparing a Wizard with a Warrior.
If that's what you wanted, I should have gone with the rogue class. If you're playing a fighter it's assumed that you're a combat specialist. If you don't want a combat specialist of some type, you take a different class.
If I were to go even further and make them absolutely identical but for skills and feats (meaning same equipment, same weapons, same everything) then quite frankly meaningful difference would be impossible; I could give one of them all the heavy melee weapon feats I wanted, but he wouldn't get to use them because conditions of being identical but for skills and feats stick him with equipment incompatible with said feats; he would just be worse than his counterpart with the weapons he had.
Exactly my point: at the bottom of it feats and skills are just fluff to flavor a pidgeonholed class system. Too often people promote it like it's the driving factor in makes wholly different characters. when D20's racial ability system has a bigger influence.
No, you're missing my point. My point there was that if I made them identical in every other way then the feats wouldn't be able to take effect, thus defeating the point of the exercise. Similarly, your two characters with Firearms: sniper rifle and Firearms: sub machine gun would really have little functional difference if they were both armed with sniper rifles, which would be part of being identical in every other way.

Hell, I could make the two in the above example into elves. The second would be smarter and marginally weaker, but other than that there wouldn't be too much difference between the elf version and the half-orc version. The elf wouldn't be playing to type, but there's nothing wrong with that, really.
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It amazes me that people can argue for pages on end and miss the point of Role-playing games entirely. You people seems entirely too hung up on mechanics at the expense of the role-playing part of it. A good deal of the fun I've ever seen in such endavour has little to do with worrying about levels and classes and all that BULLSHIT!

It was about playing a game, hanging out with friends, and just maybe getting to do some creative things. In the short time since my friend got me involved I've played with couple groups that have formed here on campus. And the best games have always been those that spent the least time focusing on rules and game mechanics. Once people focused on the mechanics and numbers things would inevitably go down hill.

It's funny but the best game I ever played in had a GM that would forbid, and I mean verboten here, any mention of numbers beyond the roll. Better to let it be handled as people would. It made a for a game that really was role-playing.

If you find one game aids creativity more? Great. But the idea that there's a one size fits all solution for everyone is rather obnoxious. How people can argue, so vehemently and bitterly for their favorite system is beyond me.
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I'm not arguing for a one size fits all; I'm arguing against this ridiculous notion that d20 fits none. There's a distinction. :P
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Post by Stormbringer »

Rogue 9 wrote:I'm not arguing for a one size fits all; I'm arguing against this ridiculous notion that d20 fits none. There's a distinction. :P
I know but sometimes it's coming off as you finding it wrong not to like D20.
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Post by Utsanomiko »

Rogue 9 wrote: If that's what you wanted, I should have gone with the rogue class. If you're playing a fighter it's assumed that you're a combat specialist. If you don't want a combat specialist of some type, you take a different class.
Tough, I want a character with the combination of sniper/medic/investigator/technician/conman/animal handler, and I want the freedom to be able to either eventually specialize in a select few skills (be it in 1-2 of those fields or just specific skills in each) or change my mind and remain a jack of all trades.

I don't have to change a thing in d6 to allow that. How would you handle that using d20?
No, you're missing my point. My point there was that if I made them identical in every other way then the feats wouldn't be able to take effect, thus defeating the point of the exercise. Similarly, your two characters with Firearms: sniper rifle and Firearms: sub machine gun would really have little functional difference if they were both armed with sniper rifles, which would be part of being identical in every other way.
Nice that you're still only looking at my last "smallest scale of variation" example, for one thing. I was going to comment on it the first time, but twice is the charm. So lay off of it and only look at the first examples.

I don't get what the hell your point is about my two characters using the same weapon type when they've specialized in different ones, either. The point was that if they both had, lets say Firearms at 4D, and each's specilization was raised to a high level like 8D, they'd be equally skilled in two weapons that use the same base skill but are of two different tactics. If they both used rifles, one would be rolling double the skill dice of the other. Your characters would be messed up too if they used eachothers' weapons that they have'nt learned to use, so fucking what?

And no, it doesn't have a damn thing to do with their attributes being the same; it has to do with me differentiating them using a degree of specialization that isn't even in d20. Now of one picked the skill Melee Combat and the other relied on Grenades, Vehicle Weapons, and Traps, would you still call that an effect of their damn base attributes being the same?

The point I've been making is that characters in D6's skill-based system can be identical even down to identical attrubes and even common skills and still pick skills that change their playstile. If you pick the same attributes, start with the same 6-7 skills, and even write your background to put them in the same occupation, you can still pick whatever the hell new skills you want and end up with a different play style later on.
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Post by Tzeentch »

Eleas wrote:Yes, since the GM advice chapter is symptomatic of how the system is intended to be used. I wouldn't have cared if the GM advice chapter was alone in this regard, but it is not. This is how the rules are presented, designed, and intended to be used.
I really don't see any evidence that d20 is designed to not be houseruled any more than any other game. Later in the post you post some core changes you'd have difficulty making, but that really isn't the same thing as the minor changes to aid playability that one might make to any system.
You seem to boil down my criticism toward d&d into "its ruleset is bad", and assert that since GURPS has loopholes, it must also be bad. However, this simplistic way of looking at it is just that: simplistic. While I do not like GURPS, I did not criticise games that have loopholes. I criticised the exact opposite: games that try to rabidly advance "balance" as some sort of holy grail, and that by their very design encourage gamers to optimize their characters into the best combat machines they can.
I don't think that trying to balance rules against each other is the same as"asking for" munchkinizing, any more than carrying a gun is asking to be robbed. Furthermore, most games with any kind of task resolution element and multiple ways to be good at task resolution (so I guess that'd be all of them) strive for game balance; a game in which one option is far superior to all others would rightly be looked down upon. Balance is especially important to D20 because, like Exalted, it strives to make character advancement an entertaining strategic mini-game. It's easy to make a capable character; if you want to optimize your character, it's like a puzzle. This is true for most point-based systems as well, but character advancement is less explicitly a minigame.
I first criticized D&D for its ruleset's rigidity, its poor rules and the notion that rigid rules somehow prevent powergaming.
Well, I'm not arguing that, so no matter.
I also make a clear distinction between what the system promotes and what the system allows. A system that allows people to act like morons is only a problem when people are, in fact, morons. A system that discourages you from doing things you should be able to do is just stupid.
It seems like you're contradicting yourself here. Is a system that allows moronism but discourages it good or bad?

As far as power level is concerned, as long as the GM and players are all on the same page, what's the problem? Anything else is people acting like morons.
And in fact, the obvious response of the usual d20 player seems to be rather along the lines of "it's in the rules; here, look, page 122."
Hooray for generalizations!
snip class definiiton
Now, sit down.
:roll: You assume a dictionary definition will be useful in discussing the use of the term in gaming... why?
This would actually be a relevant point if we were talking about D&D as opposed to d20.
If you want to get technical, d20 is just the SRD. Either way you cut it, it's not star wars.
Wait a minute, I'm confused here. Are we judging the system? If we are, shouldn't we, like, actually judge what it says? You know, kinda like what its rules dictate and do? Of course not. We should judge the game to be excellent because the GM should be able to patch the game continuoustly.

It's another prepackaging of "d20 rules becuase you cn changeit!"
Strawman. Using common sense in obvious situations not explicitly described in the rules is not rewriting the system to make it playable.
I give a fuck when the quote is symptomatic of the whole philosophy behind the engine of the game.
Yes, d20 markets to newbie gamers, and also to gamists, who you seem to regard as lepers. The discussion on how to use the system is geared towards them because they're the ones most likely to abuse it. That doesn't mean that d20 is only for these people.
Feats and combat maneuvers are (for the most part) impossible to perform if you don't possess them; i.e., a beginner can't use them at all, can't even attempt them. They furthermore come in completely arbitrary "use x times a day" helpings. Finally, and most damning, they do not actually simulate what I was asking for. If you want to feint every time you cut, that's impossible, for example. If you want to lock blades with a person, you can't. Et cetera.
Well, feats yes. Combat manouvers no. To use your two examples, yes, any character can feint before every attack, using the bluff skill. I'm not sure exactly what the intent behind "locking blades" is, but any character can a) try and hit someone else's weapon, b) try and knock a weapon out of someone else's hand, or c) simply fight defensively to bring things to a standstill.
But on the other hand, that was not what I was addressing to begin with, either. What I said was that in d20, things happen to you, while in other games you do things. There are a lot of actions in d20 that are active, but there are an equal number of actions around that you're not really asked about, despite the fact that your character performs them.
I think I'm still misunderstanding this point. Can you give some more examples (that go beyond the semantics of dodge roll vs. reflex save), preferably contrasted with an "active game." It would also be nice if the contrasted game was not Eon, with which I'm unfamiliar.
You fail to consider that experience points do not imply levels or advancement of any skill but the one you're training. In light of that, your whole point becomes moot, as the only systems that don't let you train without yielding absurd results are systems identical to d20.
Actually, I'm using "experience points" to refer to any point quantity which you get during/after play and spend to improve the character. In the vast majority, you spend a few points to improve one thing, rather than the extremely abstract levelling of d20.
Anyway, Eon, Västmark, FUDGE, Khelataar, Skymningshem, Neotech and Tensided, IIRC all work fine without experience points at all. Break out of your myopia. You do not need it.
I realize you seem to assume that I play nothing but d20, but that's not actually the case. Of the names above, I'm only familiar with FUDGE. A couple of them sound like they're unavailable in the States, so you'll have to excuse my ignorance. I know several 10-sided die based systems, but I'm not sure what Tensided is. Care to enlighten me?
I see. So you have to contrieve a series of adventure to simulate what is in effect no different from weight training? Unworkable also.
Why do you assume that the abstract term "encounter" refers to an adventure? It simply means something difficult. A week of strenuous weight training can certainly qualify, just as picking a difficult lock can, or bringing in the harvest. How do you think commoners gain levels?
...thereby ignoring the system altogether, and also making it more difficult for your character to become better in his chosen field further on (something that is just ludicrous, as you must know). Yet again, unworkable.
I don't see how it's shocking to allow character improvement during two years of downtime. Just because there isn't a little table for years -> xp doesn't make it forbidden. The game acknowledges that characters can grow without a player at the helm when it lets you start characters at higher than level one.

As for the apparent ludicrousness of mounting xp costs...
After a while of lifting one particular weight, it will cease to help you. In order to keep building up strength, you need to go on to something heavier. Similarly, practicing fencing against the same person over and over again ceases to make you better once you significantly exceed them in skill. Is it so surprising that once kobolds are no longer a challenge, you no longer improve your skills by fighting against them? Each level is gained by (iirc) 13 encounters of the appropriate CR; varying CRs mean varying numbers. To improve your skills, you have to actually challenge them. Why exactly is this so bizzare?
I did not miss his point. Rather, it was you who missed the entire point of the discussion. I said that there were few methods of interacting. The character is allowed a rigid set of actions with little to no variations (feats and such are specific to certain people, and so should not be included, as the actions I speak of could be performed by anyone). His reply seemed to be roughly on the level of "well, you just use the rules as a framework and interpret it however you want. Oh, and the rules are good since you should be able to see past them".
Let's look at something like the stunt system in Feng Shui (I haven't played much of this game, so forgive me if I'm getting something wrong). The game actually encourages you to do crazy things. You get penalties for being boring, and bonuses for being exciting in combat. Yet "I flip over the heads of the goons, land behind them and shoot them in the back" is a move and an attack. Does this satisfy you, or do you object to the lack of specific rules for the flip, etc?
It seems a common conception that, by dint of repetition, d20 proponents can somehow make d20 into a Plug and Play system by calling it so. It isn't. The system is interlocked. Everything is (and the d20 people love to point this out) balanced. If I remove something, this will break the system.
The core rules certainly claim to be balanced. However, given that anyone can produce supplemental materials, anyone can make quasi-compatible new games based on the skeleton (Mutants and Masterminds, anyone?), and anyone can produce OGL games like Conan, I'd be amazed if anyone claimed that all d20 material was carefully balanced, or even intended to fit into a campaign world that made RIFTS look cohesive. D20 is a plug and play system because anyone can put out new content or (ding!) variant rulesets, and many effective ones have been made. Core d20, as per the SRD, is balanced against itself, and WoTC generally tries to balance its supplemental materials. Still, they're not all of d20.
If I want to add another class? Whoo boy. I have to write up fucking tables.
Not an argument.
If I wanted to make the attack bonus the skill it should have been from the beginning, it will throw things completely out of balance.
Mutants and Masterminds changed HP out for a damage system more in line with its superhero source material.. OGL Conan made AC into parrying and dodging. BESM d20 goes at least as far (though I found that game hella confusing, to tell the truth). Check out the Grim and Gritty rules on EN World's free download section, and see a much changed and decidedly non-heroic d20 that works quite nicely. I'm sorry you find implementing your desired changes difficult, but this is an argument from incredulity: just because you have trouble doing it doesn't mean it can't be done.
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Post by Tzeentch »

Stormbringer wrote:It amazes me that people can argue for pages on end and miss the point of Role-playing games entirely. You people seems entirely too hung up on mechanics at the expense of the role-playing part of it. A good deal of the fun I've ever seen in such endavour has little to do with worrying about levels and classes and all that BULLSHIT!

[...]

If you find one game aids creativity more? Great. But the idea that there's a one size fits all solution for everyone is rather obnoxious. How people can argue, so vehemently and bitterly for their favorite system is beyond me.
I tend to regard RPGs as a toolbox, and feel that having the right system for the right game can make things more fun (of course, this probably accounts for why I end up spending so much money on the damn things...). Of course, a good group can make anything short of FATAL or RaHoWa enjoyable, and a bad group can make the best game suck. Still, a clunky system detracts from the experience one way or another.

d20 simulates the rise of the PCs from nobodies running away from goblins to might heroes toppling evil overlords and founding empires, and no other system really does that as well. As such, its a good match for an epic fantasy campaign. Eleas sounds like he's basically arguing that there's no excuse save ignorance for using d20 instead of another system, and that if one has fun while playing d20, it's in spite of the rules. Unsurprisingly, those of us who have Bad Wrong Fun with attacks of opportunity and plotting out character progression take exception to this.
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Post by Utsanomiko »

Stormbringer wrote:It amazes me that people can argue for pages on end and miss the point of Role-playing games entirely. You people seems entirely too hung up on mechanics at the expense of the role-playing part of it. A good deal of the fun I've ever seen in such endavour has little to do with worrying about levels and classes and all that BULLSHIT!

It was about playing a game, hanging out with friends, and just maybe getting to do some creative things. In the short time since my friend got me involved I've played with couple groups that have formed here on campus. And the best games have always been those that spent the least time focusing on rules and game mechanics. Once people focused on the mechanics and numbers things would inevitably go down hill.

It's funny but the best game I ever played in had a GM that would forbid, and I mean verboten here, any mention of numbers beyond the roll. Better to let it be handled as people would. It made a for a game that really was role-playing.

If you find one game aids creativity more? Great. But the idea that there's a one size fits all solution for everyone is rather obnoxious. How people can argue, so vehemently and bitterly for their favorite system is beyond me.
Of course we all get the point is to have fun, but I for one am more interested in having a discussion (heated though it may appear to some) about how certain systems do certain tasks better, adn I don't recall anyone suggestion 'one size fits all'. I have no problem with people finding enjoyment in d20, I just wouldn't run it, doubtfully would play it, and greatly prefer systmes without classes or hitpoints.

And yes, I also know SW and ST are just fiction, Windows is just an OS, people are entitled to like Lincoln Park and Korn, and Jennifer Aniston wouldn't go out with any of us anyway. :P :mrgreen:
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Post by Rogue 9 »

If I want to add another class? Whoo boy. I have to write up fucking tables.
Missed this. So? I can and have written up classes; my dwarven sapper prestige class is officially Open Gaming Content and I'm currently working on a project to make counters for the paladin for the other extreme alignments, with the alpha of the first one, the lawful evil Black Knight (working title), currently in alpha. The table is a matter of five minutes or less. :P
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Rogue 9 wrote:
Eleas wrote: Problem is, you were describing d20. You were describing the mentality bred by d20. Don't whine just because you can't see any alternative to d20 than freeform.
I can. I was describing the problems of one alternative, and the one I happen to have the most experience in. It's an alternative that I find enjoyable for different reasons, but freeform and rulesets have different strengths and weaknesses and always will. And d20 does not intrinsically breed that mentality; that's a mentality you get out of a certain subset of players in every game ever conceived by mankind. The only difference there is which systems make that mentality easiest to act upon.
I have to concede this, then. It may simply be a matter of d20 being the most common game out there, and Vampire breeds this mentality as well.
I agree with the first point, but not the second. I honestly feel this is a "Player versus GM" scenario, and not symptomatic of the flaws of a given system (unless it was Synibarr, which encourages Player versus GM).
It's not player versus GM, at least not exclusively. It's also player vs. player a lot of the time, because the munchkinized character is stepping on the toes of everyone at the table, at least if the rest of the players are there to have a good time rather than crunch combat stats. [/quote]

Yeah, I get that. I still feel the whole thing, from a d20 standpoint, is far far far too combat-oriented. What I mean is, at least in all d20 Star Wars classes, you'll notice a common theme in the characters.

They're all balanced. And the criteria is either combat effectiveness or combat support. Nobles, for example, can call in favors once a day or so forth, to a maximum of X credits to buy stuff (doesn't matter if they're starving on an airless moon, they still can call in favors from a passing space slug), or inspire people to fight for them. Scouts can sneak up on people and so forth. Tech specialists allow the characters better stuff to put the hurting on their enemies.

And when you're encouraged to focus in that direction only, you end up in an arms race, because the only judgement of a character's worth is combat potential. I'm broadly generalizing, that's true, but in principle I'm just pointing out a symptom.
A life of combat for the characters is the default assumption of d20 in general. If they're doing something else and not combat, then you'd do well to find a different system; in fact, for noncombat games I maintain that freeform is generally better than any ruleset. The rules are around to adjudicate conflict; if there's no fighting and nothing really riding on the numbers then there's precious little need for them.
You might want to try the Unisystem. It's combat-oriented, but very flexible. I commonly describe it along the lines of "imagine the Storyteller system. Now make it good."
Yes, the system can be broken. Any system can be broken, even ones that carry great weight of importance such as the justice system or tax system, much less trivial matters such as games.
True. My point is that a flexible ruleset doesn't break as easily.
Very much so. I don't think it's a coincidence that Vampire is the favored game of goths and masochists. :P
Amusingly enough, I have no problem with the setting. The Werewolf implementation, however, must be the worst of them all; you can literally pound at each other for hours without lasting damage.
They don't matter in discussing default d20, because the default d20 system is presented in the D&D core rulebooks while Star Wars has many rules changes such as the wounds/vitality system among other things. Why do you think I've been operating from them when it was obvious that you were working from Star Wars? Every time a D&D character receives a cure spell, he is voluntarily forgoing his save; otherwise he'd be forced to take a save for half the healing. (Cure spells offer a save because they cause damage to undead, which of course do indeed want to save against them.)
Then I see we've been speaking two different languages (Or speaking of two different flavors, as the case may be).
You own a heavily modified from the default d20 system. The d20 license explicitly states that the core system is found in the mechanics presented in the D&D core rulebooks (the fantasy setting, of course, not being part of the mechanics), thus the existence of the System Reference Document for third party d20 publishers (which you probably don't know about; Wizards doesn't advertise it's existence).
I think know of the System Reference Document, and I've looked at some of it. I was under the impression that it was a lot more general, and mentioned things like copyright and so forth, rather than going into specific gaming info. I must have missed that part.
Nor I, which is why I usually changed the paladin's mount back to it's 3e rules when I run a 3.5 campaign and used Monte Cook's alternate ranger in place of the retarded one in the 3.0 PHB when I ran 3.0 games. But what I'm getting at is that those guidelines are for newbie DMs. Once someone is familiar with the system, he can generally tell if something is really stupid or not and whether messing with it will throw something else out of whack without needing to worry about those guidelines.
Not improbable. I still feel that the system interlocks to a far too great degree.
I stand corrected with respect to SW d20, though I suspect that the exclusion of that particular footnote was an error; have you looked into the errata?
No, you're right, I haven't. I may be in a bad position to judge bog standard d20, however.
You have a point, but I have to give you the game balance answer. If any character could just swing harder with little to no reason not to do so, everyone would be doing it all the time, much to the detriment of the basic balance assumptions in the combat system.
Not necessarily. There are tradeoffs in a lot of systems. Unisystem, for example, allows specific combat maneuvers like Jump Kick. It's better than a kick in every way - except that it's more difficult to pull off. And the more skilled a foe is, the more difficult it is to land such a hit.

What I'd like to see in d20 would be a system where you can decide beforehand how many attacks you wanted to do, and their specifics (alternatively, you could boil it down to six or so different "attack tactics"). I'd like the Attack Bonus to be a skill, and Defense to be revamped entirely.
No, that's being unaware of fighting defensively. I considered putting up total defense as well, but it doesn't technically fit the "modified attack roll" requisite of answering your criticism, since it involves giving up all attacks for the round to concentrate on defense.
I knew about defense, and it is a great inclusion. I'd like more of such variations, is all. Much more.
Yes. That's a good method of doing things, I agree with that. But why does it require already harvested XP?
Limitations of the game. As I said in the second option, it is possible to just hand out usable XP in exchange for training, but sitting around talking about how you go to the gym and do such and such, and then calculating the challenge rating of a 100 pound barbell so that XP can be awarded accordingly is just boring. I'd rather go out and kill myself a dragon. [/quote]

I would too. The problem is that this training would be broken as well, because character training is inextricably linked to character advancement. The character would in effect become more heroic and larger than life by pumping irons. I'm not sure I like the idea.
The dice are a task resolution tool, nothing more. The attack roll is a generic tool for resolving the task of attacking something. The exact nature of the attack is up to you and the kind of weapon you're using.
It's too abstract for me, I guess.
Not true. A generic person without the Improved Trip feat, for instance, can still trip someone. He just has a harder time doing it; all the feat does is make the already existing task easier to perform. A generic person can try to attack from a horse without the Mounted Combat feat, but he will suck at it (as it should be; a mounted lance charge is no easy task). Your generic 1st level warrior can try to bowl someone over to get past him (overrun), but someone with the Improved Overrun feat has an easier time at it and doesn't run the risk of getting clocked with a mace by the person he's overrunning.
I dislike the fact that feats are handed out with levels, rather than learned. That is my beef with feats, an otherwise quite workable idea.
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Tzeentch wrote:I know several 10-sided die based systems, but I'm not sure what Tensided is. Care to enlighten me?
Tensided is a levelless, classless modular RPG system with an emphasis on mainting flow and suspension of disbelief. This usually means more realism rather than less, but not when it means one too many rolls.

It is designed to be adapted to different settings without any major changes in the basic ruleset, but without that generic feeling. It is also streamlined so that different activities are represented with similar probability systems. So a new player can almost learn the whole system by learning one part of it.

It is intended to be most things to most people, and all things to me. So far, I have run two campaigns with players on this forum, with a third in progress and plans for a fourth underway.

Click the link in my sig to browse the Tensided website, where you can download the latest version of the rulebook, as well as other documents.
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