Moderator: GMSarli
Jimmy Plamondon wrote:GMsarli mentioned he wanted to change the skill system. What do you have in mind exactly? It is true that the 3rd edition skill system was a bit broken (why Hide and Move Silently being separate skills?). But the way it was handled in D&D 4th edition left a sour taste in my mouth. I do not like the fact that you are either trained or not. Why not have different skill levels like untrained (bonus=0), trained (bonus=5), expert (bonus=10), master (bonus=15). I am just throwing numbers, but I find appealing the idea of being able to increase your skill level thru other means than sacrificing a feat.
Jimmy Plamondon wrote:Looking at DnD 4th ed, I think the "passive perception" thing is awesome and a huge time-saver.
Jimmy Plamondon wrote:Other than that... That would be nice to find a way to have the skills interact better in combat, for one thing.
ronin wrote:I see the one level of patronage has some sort of event at Gen Con. Does this mean the book should be released by then? I have not become a patron yet, I just need to decide on the level I'd like to commit and I'm in!
Jimmy Plamondon wrote:I dont know if its the right topic to talk about it, but...
Jimmy Plamondon wrote:I really like D20 Modern, but one thing was bugging me: advanced classes. The way it was put down, after a few levels using the talent trees, as soon as you took an advanced class, you were not using the talent trees anymore. A sad thing, and maybe a design flaw. Its like using a great system for a few levels (3-6) then switching to the classic dungeons and dragons class system. I would not want something like that happening in e20.
ronin wrote:I like D20 Modern as well. I like the basic classes and the ability to multiclass easily. It seems like the advanced classes give you a more defined path (which I kind of like) with specific class abilities instead of multiple talent trees to choose different abilities. Having said that, I really like the talent trees alot. Maybe the solution is to have the entry into an advanced class come at a higher level?
I do think 3 levels (as defined by GM Sarli in the earlier post) for skill use is enough. I like how SW Saga did skills (though I admit to never having played, but I have played 4e a bit) since it took out the crazy skill check results at relatively low- mid levels. I am not sure I agree with a +5 being too high at lower levels. I see how it gives you your biggest bonus right away and for the rest of your career you get a +1 every other level. Perhaps when you are skilled you get that +5 one level at a time with 1st level giving you a +1, 2nd level giving you a +2, etc.
I like the idea of action points. Getting them every level is fine by me too. I've tried awarding them before as a DM but found that I'd have to come up with ways to give them to certain players or they'd never get any! We called them hero points and whenever you did something heroic, cool, or just made a good contribution to the session you could get one. It went alright but getting them by level just seems simpler, maybe because my players don't tend to hoard them.
GMSarli wrote:Currently, I'm planning on doing it like this:
- There are six core classes -- they'll be similar to concept behind the d20 Modern classes, but the names and talents are going to be substantially different. each will have some small group of basic talent trees that fit any genre.
- Each genre and modular ruleset (e.g. magic, psionics, superpowers, etc.) will have additional talent trees that are affiliated with one or more classes. Advanced classes -- which are more specific to a given setting -- would basically be replaced by this concept.
- In fact, even prestige classes might get this treatment, transforming into "prestige talent trees" that are available to anyone who meets particular criteria. I haven't settled on this one yet, but it's definitely one I'm thinking about quite a bit.
In short, I want to get the absolute most mileage I can out of the talent tree concept -- make them modular and "graft ready" so they can be added to your core class system, and then you've got something that works in any setting.
JaredGaume wrote:- Automatic success on a "natural 20" roll.
- Automatic failure on a "natural 1" roll.
Roll Once
Use only one dice roll to determine the outcome of a single action. Add situational modifiers to represent the difficulty or ease in successfully completing the desired action.
Action Points: When you spend an action point, by default you immediately gain an extra standard action that you my use during the current round.
Your character’s action points are the ability to act in extraordinary ways. They are also a reward gained for reaching certain milestones. Abilities and feats may either grant you bonuses on use, or alternate uses of your action points. You may only spend one action point on your turn, but you may use as many action points as you like during an encounter. Whenever you take an extended rest, you reset your action points to the base value. Depending on milestones achieved and usage you may have more or less than this amount at any given time.
Languages: It is assumed you know how to speak, read, and write your native language. Write this language in the languages box. You may know a number of additional languages if you have an intelligence bonus of +1 or higher. Your intelligence bonus grants you a number of language points equal to the bonus. Speaking an additional language costs 1 language point. Being able to read and write an additional language costs 1 language point, and requires that you can speak that language. Thus each additional language you might know how to speak, read, and write costs 2 language points. Your choice of race may grant you one or two additional languages that you may automatically know. Taking the Linguistics talent will allow you to know many more languages and be able to decipher ones you don’t know.
j0lt wrote:JaredGaume wrote:Action Points: When you spend an action point, by default you immediately gain an extra standard action that you my use during the current round.
Your character’s action points are the ability to act in extraordinary ways. They are also a reward gained for reaching certain milestones. Abilities and feats may either grant you bonuses on use, or alternate uses of your action points. You may only spend one action point on your turn, but you may use as many action points as you like during an encounter. Whenever you take an extended rest, you reset your action points to the base value. Depending on milestones achieved and usage you may have more or less than this amount at any given time.
This is just the 4e Action Point mechanic retyped. I don't like anything about this mechanic. It's limited in scope, and relies on the clunky mechanic of milestones. Action Points in d20M and Saga were designed to be much more useful and allow characters to stand out from the average redshirt.
j0lt wrote:Yeah, as far as class-based systems go, I really like the SWSE system. It's specific enough that you know what your basic character type is, but generic enough that you could have a whole party using the same base class, and they could be made differently enough that each character would be unique.
For making "real world" type people, I haven't found a better class system than d20 Modern. I really hope that by blending the two systems, we can make a game that can handle both the fantastic and the mundane equally well.
JaredGaume wrote:Yeah I like both those points about SWSE and d20M classes. The five classes I proposed were an observation of d20M and expanded materials, along with real life mentalities.
In d20M you weren't just a class, but you also had a starting occupation. So you could be a Tough Blue Collar guy, or a Tough soldier (Military), and so on. What I propose is to keep the occupations, and make them more deffinative. You have your archetype (Class) and your formal training (Occupation). From a choices standpoint, I think that even further nuances the game design even from SWSE. Especially if you have your choice in occupation(s) provide you with some unique talent(s). (There is a multi-occupation ability in there somewhere).
Jimmy Plamondon wrote:As for classes... could it be an option to get rid of them and define your character thru the talent and skills you select?
e20 System Evolved FAQ wrote:Q: How about skills?
A: The e20 System is using skills similar to those found in 3.0/3.5, d20M, SWSE, and 4E. Unlike 3.0/3.5 and d20M, we will not be using skill points because I've found that the flexibility gained is not sufficient to offset the complexity added. Instead, skills will be "trained" or "untrained" -- much like in some of the variants in Unearthed Arcana, or in SWSE or 4E -- and skill bonuses increase as you gain levels.
Also unlike most d20-based games, skills are truly universal -- everyone can use every skill. Some skills do have "trained-only" applications, and some genres might add extra applications to existing skills, but skills are fundamentally available to everyone.
One of the biggest departures of the e20 System from earlier d20-based games is the inclusion of weapon skills. There is no longer such as thing as "weapon proficiency"; instead, each weapon group (a fairly broad category) has an associated skill; if you're trained in it, you have a higher skill modifier (which in turn is used to make attacks, etc.), just as you would with any other skill.
Finally, one concept under consideration is de-coupling skills from ability scores. A given skill might default to a particular ability score for most applications, but it could nevertheless work with a different ability score depending on the situation. For example, a character's skill with a rifle is paired with Dexterity to make an attack roll, but it might be paired with Intelligence if attempting to repair or maintain the weapon, and it might be paired with Strength if you're wielding a bayonet mounted on the barrel. (This is a more experimental concept, so the details are going to be greatly influenced by patron input.)
j0lt wrote:JaredGaume wrote:Yeah I like both those points about SWSE and d20M classes. The five classes I proposed were an observation of d20M and expanded materials, along with real life mentalities.
In d20M you weren't just a class, but you also had a starting occupation. So you could be a Tough Blue Collar guy, or a Tough soldier (Military), and so on. What I propose is to keep the occupations, and make them more deffinative. You have your archetype (Class) and your formal training (Occupation). From a choices standpoint, I think that even further nuances the game design even from SWSE. Especially if you have your choice in occupation(s) provide you with some unique talent(s). (There is a multi-occupation ability in there somewhere).
In a 3.x edition d20 game Starting Occupations are a great way to add character versatility, but in a system without the restriction of class/cross-class skills they become unnecessary.
j0lt wrote:The main alteration is the damage system. I think Vitality and Wounds is the best damage system I've seen to date. If properly combined with other rules (such as massive damage, critical hits, etc...), it becomes a much more realistic damage model than standard Hit Points.
JaredGaume wrote:[yoda]"Unlearn what you have learned, you must"[/yoda]
I'm not advocating using starting occupations in the same way as 3.x. For example, someone with a military or law enforcement background is going to have weapon and combat training as a feature of their occupation. A white collar employee might have those things, but its something he or she is going to have to get on their own time and expense. From a game standpoint a combat oriented occupation would get some combat skills/talents up front, where any other character would have to burn their development budget to get those same things. This creates a synergy between occupation and class in certain directions that isn't just a "select skill and make it a class skill with a +1 bonus." With classes being open enough, choice of occupation can be used to further validate certain character choices, or provide unique benefits in terms of occupation skills or talents. Think of an occupation as the back 1/4 to 1/2 of your class at first level.
From a genre feel, I like my Modern character to have a "day job" since adventures realistically are probably the exception rather than the norm. Otherwise every character is going to have to be an adventurer, mercenary, police officer, military man, bounty hunter, or criminal to justify their otherwise antisocial activities. I.e. I make my living as an action hero by beating up "bad guys" and taking their stuff. Although with those occupation choices, that is a valid option, just not the only one.
Felix Le Rouzes wrote:In all my D20 games the single consistent houserule has been about hit points gained when leveling. Instead of rolling I give my players 3/4 of their hit die and for those who like to roll, I let them roll, but at worst they get 1/2 their hit die. Its not very elegant, but it worked well enough for me. As such, I'd like to see a less random system for gaining hit points, especially for classes that usually have the bigger hit dices. (d10, d12)
ronin wrote:- if you take damage equal to your CON score you must make a DC 15 Fort save or lose all vitality and take 1 point of wound damage
- you suffer a -1 to all attacks, checks, saves, etc for every 2 points of wound damage you have
ronin wrote:- you suffer a -1 to all attacks, checks, saves, etc for every 2 points of wound damage you have
JaredGaume wrote:Maybe its just a product of who I play with, but there isn't a lot of patience in dealing with lots of ancillary condition tracks. Hit points are a clean rule, you know exactly where you stand, or how close you are to not standing.
This is a game and I want to have fun playing it. One of my criticisms of ladeling on more "realism" is that it breaks fun, and becomes accounting. If I wanted to be an accountant I would do that for a living and get paid for it. When I play a game I am more interested in narrative and rules that support that narrative, not the other way around. I'm in it for the story. Who wants a story about a character that dies on page 1?
Jimmy Plamondon wrote:I tend to like the vitality/wound system from the old SW edition.
GMsarli, as you have worked on Saga Edition, do you have any insight about why they got rid of that system?
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