So the other day I said that I would post my notes on what the d20 system would need in order to be “fixed.” While typing up my notes on what I considered the necessary revisions I began to think about all the work that would actually be required to transform my pages of notes into a finished revision of the system. It would require a rewrite of a few base assumptions of the system, a rewrite of basically every class in the game, a change to the balance of most of the armor and weapons, a complete rewrite of every feat in the core book and scrapping the entire magic spell and magic item system that has been core to d&d for thirty years and rewriting it from scratch.

To say I was not looking forward to the task would be understating it a bit. I decided that there was a very good reason that when I decided that I wasn’t going to play 4e d&d anymore that I only stuck with pathfinder for a while before picking up GURPS. Making the d20 system do what I feel it should do and how I think it should do it would effectively render it a completely different game. I could never advertise it to new players as “d20” or even “d20 with major house rules” because almost everything about it would be different. In the end I think it would be too much effort with too little payout to be worth it.

I still have my notes and some day I may sit down and try to hammer the system into something playable and balanced at all twenty levels, but that day is not going to be any definition of “soon.”

I’ve been playing RPGs for about eight years now. I first got into RPGs through the third edition of Dungeons and Dragons and managed to get in just late enough to that game that the first set of rule books I owned were the 3.5 core set. After that I purchased things like d20 modern, Mutants and Masterminds, and almost every supplement for d20 that I could get my hands on. So it’s pretty safe to say that I was a pretty big fan of the system back in the day.

As far back as the first game of D&D that I played I’ve noticed a few things that were a little weird, but back then I just assumed that the system had a way of dealing with them that I hadn’t noticed yet. All through the time period that I played in or ran games little issues popped up and I would just address the specific symptoms without trying to fix the underlying cause. I realized a little after the release of D&D 4e that the underlying cause is that the system was inherently borked.

The d20 system has a few major flaws (like melee centric characters essentially being reduced to meat shields and spell book caddies at higher levels to name just one) and tons upon tons of minor flaws (the built in assumption of magical equipment being a requirement at any level higher that 3) that can reduce a game to a heap of broken and counter-broken home rule patches if you attempt to fix them one issue at a time. The only solution in my mind is to rebuild the systems from the ground up.

I’ve always said that given six months in seclusion in Tibet with the Zen masters I could fix all that ails d20. I don’t actually think it’s that broken, but I do think that tearing it down and rebuilding it would be the best thing for it. For the past couple of days I’ve complied a list of notes that I think could be used to drastically improve the game. Basically it’s a collection of great suggestions, my own house rules, and some possible responses to the largest complaints of the system.

Today’s question: Is there any issue in d20 that you think should be addressed? Please note: “fighters suck” is already being worked on.

Tomorrow I’m going to put up the first part of my notes having to do with magic and how it needs to be overhauled completely.

So while at a friends house during a night of Warhammer 40k, the topic of my planned Hybrid Galaxy game came up and with it, the discussion of personal cloaking devices.

In a couple of the sources that I’m drawing heavily from a man portable fuctional cloak does exist. The Tactical Cloak from Mass Effect, the Isolation Suit from Star Trek, and the ever popular Jedi and Sith have the directly named Force Cloak. So the concept is one I would need to address regardless of any player’s desire to use the ability or not.

In my brief discussion on the subject with That Damn Punk we came to the understanding that it could be potentially balanced by running it as an either/or function of the already available personal force field. The question remained about the balance point. Because of the semi-ablative nature of the feilds, I as the Game Master, in a desire to prevent an all-ninja assualt squad situation initally suggested that when you switch from stealth to shield, it should have to build up from zero. Punk didn’t like that suggestion, his point was that if you have to make the switch, it will most likely be a situation where you need it all. In the end we reached a compromise where it would switch at half power.

In thee end it’s a really easy example to post about the back and forth that makes a good game.

I’ve created the preliminary list of starships for the game (notice that I haven’t said that I’ve statted these ships yet.):
Al’kesh Class
Normandy Class
Athabasca Class
Purgatory
Destiny Class
Delta 7 class
Cousteau class
YT-1300
Class J
Firefly class
Raven Class
Kowloon Class
Norkova Class
Class Y
Kumari mercenary
Arcturian Class
Protector Class
Bajoran Subimpulse Raider
Jem’Hadar fighter
Bajoran assault vessel
Bajoran transport ship
Jem’Hadar battle cruiser
Dominion battleship
Ferengi Shuttle
Rigelian scout ship
D’Kora class
Negus class
Patrol ships
X4 class
X-wing class
Y-wing class
Tholian starship
Gunstar Class (There is literally NOTHING on this damn thing on the internet. I’m filling it in from memory.)
Geth Dropship
Talarian observation craft
Leviathan
Class 2
TIE class
Scimitar
Scout Class
Danube class
Pelican
Defiant class
Antares class
Nova Class
Constitution class
Olympic class
Sydney class
Intrepid class
Prometheus class
Nebula Class
Excelsior Class
Corvette Class
Eximius Class
Sovereign class
Kali Class
Mank’Vim Class
Klingon Bird-of-Prey
Raptor Class
D5 class
K’t'inga class (Old timers will know this as the D7 class)
Vor’cha class
Military freighter
Negh’Var warship
N1 class
Romulan shuttle
Romulan Bird-of-Prey
D’deridex class

I just spent the day creating a list of about sixty some odd ships for the Hybrid Galaxy game. Now I’m going to go through the Starship books to make the design decisions for the game.  Luckly I’ve already put together a warp chart for the game (it gives speeds a lot faster than Star Trek warp, but not nearly as fast as the retardedly fast speeds of Star Wars hyperdrive.)

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