ChrisReid said:
Oh right, forgot about that part. If it were "every," then it would completely nullify the level 16 part. So it must be just one. Great thinking.
Our GM is quite the thinker (he studies physics and he's almost a wandering cliché
). We all didn't see it but as PC we were excused of course, only trying to get the best for our group.
LeHah said:
I've never actually played the D20 system, but Ive read the Core Rulebook a number of times and played it out in my head. Perhaps I'm missing something?
Well, the D20 system isn't the most ingenious system ever but it's solid in my eyes. As I said, the choice of available classes, the in-game balance between classes and the choice which class gets which skills isn't always very persuading.
And the idea of "Vitality points" representing the characters heroic ability to dodge
blast and avoid other dangers seems a bit silly to me.
But with the old D6 systen, as far as I recall, once you chose to become a force using character you could distribute 2 dice less to your characteristics (Strength etc...) thus making a Jedi at the beginning either physically weaker, stupider, less agile etc... than other characters and that just didn't appeal to me as an idea. Espcially because of your lower characteristics your force skills were very often even more underdeveloped because they were based on the (lessened) characteristics.
And the force skills were pretty useless as well at least at the beginning: they were weak from effect (which is somewhat acceptable since you're only learning) but they were also rather hard to employ, the die results you had to achieve were rather high.
(Though that's only my memory of it - maybe our Jedi did build his character not sensible or maybe our GM was too strict with the Force rules)
With the D20 system that's not the case: with a Jedi class you can be just as strong, intelligent etc...as every other class at the beginning. It's your starting feats and special abilities that seperate you from other classes.
And the force skills at the beginning already have some use, while not being all too powerful.
If you have the time and some people willing I'd give it a try. Also I think that the D20 system is not too complicated. Agreed, character creation takes more time and there are a lot of rules. But you mostly have standard situations and those rules are learned quite quickly. If a new situation arises well either you look through the book(s) (which of course takes time) or it's GM's decision. But there are also rules that are simpler. e.g. combat: you only roll once to determine whether you hit or not and then roll damage.
IIRC, in the WEG system: you rolled whether you hit, then rolled damage and then the hit had to roll against the attacker's damage roll to see if he took damage.
LeHah said:
I played Battleship Gothic for a summer and it was a major blast. But it seems like that game has been discontinued.
Don't know that one. Is it an example for a RPG with bad rules but good setting?
And
t.c.cgi: thanks!
P.S.: I'm sorry, I'm aware of some faults in my post but I just can't think of a better expressions.