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Reposted from my journal, because crowdsourcing is awesome.
This is about Conquest of the Universe, my OGL space fantasy game.
Well, I've reached that stage where it's becoming clear that not all of my bold new ideas are suitably compatible, and it's time to lay down the bones of my d20 science fantasy book.
The following are definite:
- I really like Conviction (True20) and have my own tweaks on how to use it
- Modular backgrounds, akin to True20 Backgrounds, BESM d20 style Race packages, or Fantasy Craft Origins, are in
- I have settled on stat blocks keeping some common points of interface with at least some of the major d20 game lines; no altering the defense/save mechanics radically, for instance
- Hit points
- I need some way to attach some pieces of equipment to PCs, eg. beam swords for Knights, vehicles for pilots
- Probably using something damn close to the Pathfinder skill list, maybe with some M&M 3e flavor
The following are not definite:
- Using BESM d20 Attributes as character building blocks vs. hardcording special abilities and using menu options for alien race creation
- Going with that, hardcoding premade options versus laying all the "tinker toys" out to see, for instance, specifying Heightened Senses (psychic) versus simply saying Psychic Sense or something like that
- Preserving BAB, AC, and the three saves, vs. perhaps consolidating BAB and AC into Combat Bonus (a la True20) and folding all saving throws into Resistance as a defense, and then using attributes for actual saving throws versus conditions and effects
- Energy point based psionics versus basically using the True20 supernatural power mechanics
- Professional Classes (Soldier, Pilot, Noble, etc.) vs. roles (Warrior, Adept, Expert, Knight, in one possible configuration)
It's kind of at a tipping point, whether I'm going more BESM d20 toolkit versus True20 mix-and-match. The big tension is PC creation modularity vs. simple choice-driven character creation.
What are your thoughts?
This is about Conquest of the Universe, my OGL space fantasy game.
Well, I've reached that stage where it's becoming clear that not all of my bold new ideas are suitably compatible, and it's time to lay down the bones of my d20 science fantasy book.
The following are definite:
- I really like Conviction (True20) and have my own tweaks on how to use it
- Modular backgrounds, akin to True20 Backgrounds, BESM d20 style Race packages, or Fantasy Craft Origins, are in
- I have settled on stat blocks keeping some common points of interface with at least some of the major d20 game lines; no altering the defense/save mechanics radically, for instance
- Hit points
- I need some way to attach some pieces of equipment to PCs, eg. beam swords for Knights, vehicles for pilots
- Probably using something damn close to the Pathfinder skill list, maybe with some M&M 3e flavor
The following are not definite:
- Using BESM d20 Attributes as character building blocks vs. hardcording special abilities and using menu options for alien race creation
- Going with that, hardcoding premade options versus laying all the "tinker toys" out to see, for instance, specifying Heightened Senses (psychic) versus simply saying Psychic Sense or something like that
- Preserving BAB, AC, and the three saves, vs. perhaps consolidating BAB and AC into Combat Bonus (a la True20) and folding all saving throws into Resistance as a defense, and then using attributes for actual saving throws versus conditions and effects
- Energy point based psionics versus basically using the True20 supernatural power mechanics
- Professional Classes (Soldier, Pilot, Noble, etc.) vs. roles (Warrior, Adept, Expert, Knight, in one possible configuration)
It's kind of at a tipping point, whether I'm going more BESM d20 toolkit versus True20 mix-and-match. The big tension is PC creation modularity vs. simple choice-driven character creation.
What are your thoughts?