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On the bus home, I think I might have finally condensed the majority of problems with the D20 (SRD) system. Anyone interested in what I'd need to do before using that system?

Likewise, I think I've sorted out my tweaks to Savage Worlds (which mostly boil down to "start at Seasoned and have the Wild Die be the Attribute die rather than a D6"). I still have to finish thinking about the system and what it says (and doesn't say) about its assumed playstyle, but it's a lot nicer than I first gave it credit for.

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( 6 informants — We want information! )
unkyrich
Sep. 18th, 2006 10:22 pm (UTC)
Anyone interested in what I'd need to do before using that system?

Short of throwing it out and not using it? I'm interested in hearing.
the_seraph
Sep. 18th, 2006 10:39 pm (UTC)
yeah, what's the low down on d20(SRD) from your point of view?
inscrutable
Sep. 18th, 2006 11:46 pm (UTC)
I'd suggest against the Attribute Die for the Wild Die. SW is pretty well balanced in a lot of ways, and doing that makes certain attributes like Agility turn out much, much more useful then they already are.

I was annoyed by the obvious lack of attribute use in the game at first too, but the effect on training is huge, and attributes like Spirit, Strength and Vigor come up a LOT, and smart players will quickly latch on to how Agility and Smarts can devestate opponants.

As for skills, it just takes a bit more planning during character creation. You can't fall back on "oh I forgot to take Ride, well I have a huge Agility so I should be fine." Fortunately, with only 20 skills or so, it's pretty easy to keep track of. (I'd suggest letting players rearrange skills during or after the first session. I'd also suggest having most everyone write down Fighting, Guts and Notice right off the bat, depending on the type of chronicle.)
digitalraven
Sep. 19th, 2006 05:51 pm (UTC)
Disclaimer: General non-personal venting because I'm in sysdesign mode. If I could give two tugs of a dead dog's cock about RPG.net I'd likely post this there instead.

By my reading, Agility and Smarts can't dominate anything unless the players pour points into skills. I wouldn't mind it if Attributes meant something apart from "this is your skill cap".

Personally, fuck "balance". I don't want a system that enforces balance, I want a system that logically gives someone who is less clumsy than someone else a better chance at sneaking without requiring the purchase of a skill to attribute levels. Having the attribute be the wild die makes sense because the wild die is then always useful. Alternately, you could make unskilled defaults to Attribute - 4 or so, but that means nobody ever wants to buy skills for their high attributes.

SW is a nice system — a very nice system. I'm trying to mod it so that it works how I want it to, not because I think it's shite (unlike the aforementioned D20 hacks). Though right now, I'm wondering if I don't have the same issues Dan Davenport had in his review...
inscrutable
Sep. 19th, 2006 10:00 pm (UTC)
Re: Agility and Smarts.
Take a look at Tricks.


My only suggestion with making changes to SW, is to play a few sessions of it as written. Back when I first started running a game, I had a whole handful of house rules, and have since done away with all but two of them.

(For the record: I rolled climbing and swiming into one "athletics" skill, and I did away with rolling for bonus xp. Instead each Bennie I give out is equal to 1/2 bonus xp.)
digitalraven
Sep. 20th, 2006 07:28 am (UTC)
Re: Agility and Smarts.
The "Athletics" skill makes sense. And for the record, I read the book three times but it wasn't until you pointed out Tricks that I realised just how good they are. I stand corrected and awaiting my first playtest.
( 6 informants — We want information! )

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