Imagist wrote:When I was using SWSE to sort of homebrew a bastardized version of a Modern Saga System, I took the idea of basically stripping Saga down to the barebones and getting rid of anything that said Force or Jedi. After I began working with the barebones I began thinking how should magic, psionics, and even martial arts work? I took the Force idea and simply modified it for magic, psionics, and martial arts.
As stated by the author, he is looking to stay away from spending feats to get access to spells and other things like that, but the idea I had used basically was this:
If your character wants to be a spellcaster, than you have to take the Magical Heritage feat (giving you access to Spellcraft on your class skell list). Once you had that you could use Spellcraft (a modified version of Use the Force) to use cantrips (mage hand, augury, prestidigitation, ect). Once trained in Spellcraft you could take the feat Magical Training to gain access to spells (basically arcaned Force powers) to put in your FX suite (modified Force suite that could be used to house any FX poewr).
If your character wants to use psionics, than you have to take the Wild Talent feat (giving you access to Psicraft on your class skill list). Once you had that you could use Psicraft (a modified version of Use the Force) to use minor psionic abilities (far hand, clairsentience, missive, ect). Once trained in Psicraft you could take the feat Psionic Training to gain access to psionic powers (basically mentally focused Force powers) to put in your FX suite.
If your character wants to use martial arts, than you have to take the Contemplative feat (giving you access to Meditation on your class skill list). Once you had that you could use Meditation (a modifier version of Use the Force) to use lesser martial techniques (meditation, zen mastery, pressure points, ect). Once trained in Meditation you could take the feat Technique Training to gain access to martial manuevers (basically martial art styled Force powers) to put in your FX suite.
What this did was it allowed a character to customize himself and gain access to a host of new powers and abilities all themed either with magic, psionics, or martial arts in mind without making him or her any more powerful or less powerful than a standard character. I think modules should sort of work the same way. A superhero isn't more powerful than a heroic modern character, they are just a different kind of powerful. Maybe modern characters focus on doing great things within the limits of their natural abilities (i.e. more rerolls on skill checks--taking the better of the two) while superheroic characters focus on raising the upper limits of their natural abilities (i.e. more bonuses to skill checks).
I think when creating new modules we should balance them with certain mechanics in mind right off the bat. Enhancements should be universally balanced, with bonuses tierd with level about a +1 for every 4 levels (so you have a +5 at 20th), and powers/talents/feats/abilities availabe using different modules should be balanced with one another.
Just my thoughts.
JaredGaume wrote:Well, reality as a module I think would be handled by say Modern vs. Fantasy. The core mechanics are the same. However, in a fantasy setting I can burn you with my mind. In a realistic setting, no matter how much I want to and pop a vein in my forehead trying, you are not going to spontaneously combust just because I'm thinking it. Hit points and other core mechanics don't have to change to accomplish that. It is more of an ability or wish fullfillment thing.
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