Kaihaku
2009-07-17, 09:37 AM
I'm attempting, at the moment, to merge the 3.5 and d20 Modern SRDs into a single document with content split among several easily selectable Modules. This is already done, to a certain extent, with Psionics in 3.5, as well as Arcana and Future in d20 Modern.
One of my gaming circles tends to mash the various SRDs together quite a bit and I figured it was time to make that process a bit easier as well as give us a better means of introducing at least semi-balanced setting specific material.
The end product will, hopefully, look something like this, divided amongst Modules and Submodules.
Core System (Vanilla)
* The Basics
* Race
* Skills
* Feats
* Saving Throws
* Combat
* Death, Dying, and Healing
* Environment and Hazards
* Creatures (Animals only)
* Conditions (Almost all Conditions listed here for ease of reference)
* Special Abilities (Almost all Abilities listed here for ease of reference)
Modules
* Fantasy
o Fantasy Races
o Fantasy Creatures
o Fantasy Equipment
o Submodules
+ Arcane (Classes, spells, etc)
+ Divine (Classes, spells, etc)
* Psionic
o Psionic Races
o Psionic Classes
o Psionic Creatures
o Psionic Equipment
* Modern
o Modern Equipment
* Future
o Future Races
o Future Equipment
The ultimate goal being that all of the SRD Material would actually balance with itself, that a DM could easily select which material was permitted by Module, and that new material could easily be compiled in new Modules. So, in the future, a DM could describe allowed material just by saying, "I'm running a Fantasy campaign but without the Divine submodule and I'm adding in the Steampunk and Oriental Modules."
So...here are the questions...
The interaction between Purchase DC and gold pieces is a pain, as always. Would replacing all of them with Currency Units which can then be converted by the DM into campaign-specific currency such as Rubees, Yen, seashells, Purchase DCs, or what not be worth the effort?
I've heard both argued, which is better, 10 or 20 dollars to the gold piece?
How would you sort overlapping skills? Would it be helpful to assign a Progress Era to all Skills to determine when they become accessible? What Skills are Core, accessible at all times?
This will include some rule tweaks but how significant should they be? Is compatibility more important than balance? What rule tweaks would you recommend for Core?
Should Skills be merged and new Skills added, or should that be left to the DM?
What should be the universal rule? Modern-style Class Bonuses to AC? 3.5-style no Class Bonuses to AC? Unearthed Arcana Class Bonuses to AC and Armor equals DR (firearms suddenly make more sense)?
Equipment is essential in 3.5, it's not quite so important in Modern. Any thoughts on WBL? Leave it to the DM? How do you balance out $200,000 magical suits of armor?
Would it upset anyone terribly if Modern Basic Classes (the 'Heroes') were cut?
Should Core have its own set of base classes or should that be reserved for the Modules?
Got any other generally helpful advice?
One of my gaming circles tends to mash the various SRDs together quite a bit and I figured it was time to make that process a bit easier as well as give us a better means of introducing at least semi-balanced setting specific material.
The end product will, hopefully, look something like this, divided amongst Modules and Submodules.
Core System (Vanilla)
* The Basics
* Race
* Skills
* Feats
* Saving Throws
* Combat
* Death, Dying, and Healing
* Environment and Hazards
* Creatures (Animals only)
* Conditions (Almost all Conditions listed here for ease of reference)
* Special Abilities (Almost all Abilities listed here for ease of reference)
Modules
* Fantasy
o Fantasy Races
o Fantasy Creatures
o Fantasy Equipment
o Submodules
+ Arcane (Classes, spells, etc)
+ Divine (Classes, spells, etc)
* Psionic
o Psionic Races
o Psionic Classes
o Psionic Creatures
o Psionic Equipment
* Modern
o Modern Equipment
* Future
o Future Races
o Future Equipment
The ultimate goal being that all of the SRD Material would actually balance with itself, that a DM could easily select which material was permitted by Module, and that new material could easily be compiled in new Modules. So, in the future, a DM could describe allowed material just by saying, "I'm running a Fantasy campaign but without the Divine submodule and I'm adding in the Steampunk and Oriental Modules."
So...here are the questions...
The interaction between Purchase DC and gold pieces is a pain, as always. Would replacing all of them with Currency Units which can then be converted by the DM into campaign-specific currency such as Rubees, Yen, seashells, Purchase DCs, or what not be worth the effort?
I've heard both argued, which is better, 10 or 20 dollars to the gold piece?
How would you sort overlapping skills? Would it be helpful to assign a Progress Era to all Skills to determine when they become accessible? What Skills are Core, accessible at all times?
This will include some rule tweaks but how significant should they be? Is compatibility more important than balance? What rule tweaks would you recommend for Core?
Should Skills be merged and new Skills added, or should that be left to the DM?
What should be the universal rule? Modern-style Class Bonuses to AC? 3.5-style no Class Bonuses to AC? Unearthed Arcana Class Bonuses to AC and Armor equals DR (firearms suddenly make more sense)?
Equipment is essential in 3.5, it's not quite so important in Modern. Any thoughts on WBL? Leave it to the DM? How do you balance out $200,000 magical suits of armor?
Would it upset anyone terribly if Modern Basic Classes (the 'Heroes') were cut?
Should Core have its own set of base classes or should that be reserved for the Modules?
Got any other generally helpful advice?