In my search for evermore D20 rules to cover or suggest solutions for situations which arise in Traveller, I've been buying a number of D20 games and supplements. Stuff I wouldn't usually buy. I'd managed to get my hands on the original Spycraft found some very interesting rules and ideas.
Then I got a copy of the Spycraft 2.0 rules.
I'm seriously considering completely dropping the use of the D20 modern rules in favor of using the Spycraft ones. The classes make much more sense. The skills have been changed and incorporate a number of useful checks. There is a Dramatic Conflict system which allows resolving non-combat conflicts with as much drama and dice rolling as combat situations. There's a organization design system. Gadget building rules. An action point system which is clearly described on how to use it, and rules to encourge using it. No attacks of opportunity. A really flexable unarmed combat system. Lots of guns.
Things I'd have to do would be: write up the alien races in their origin system (very easy). Build a number of Traveller specific classes to replace the Spycraft ones, which I was doing anyway. Write up a number of oganizations. Make the combat system a little gritter. Do a starship design and combat system which integrates with the main rules. Add the list of weapons and other gear from the consolidated equipment list.
This is unlike D20 Modern, being a mix-mash of rules, which required adding a huge number of new rules and rule changes. Perhaps if I spend more time with my new shiny toy I'll become less infatuated.
In other news: Alderac has sold Spycraft to Crafty Games. Who is still trying to get their website up. Bur are supposed to be releasing Farthest Star, spycraft based space opera setting sometime real soon now ("Late Spring 2006"). I'll be all over it when it arrives.
Then I got a copy of the Spycraft 2.0 rules.
I'm seriously considering completely dropping the use of the D20 modern rules in favor of using the Spycraft ones. The classes make much more sense. The skills have been changed and incorporate a number of useful checks. There is a Dramatic Conflict system which allows resolving non-combat conflicts with as much drama and dice rolling as combat situations. There's a organization design system. Gadget building rules. An action point system which is clearly described on how to use it, and rules to encourge using it. No attacks of opportunity. A really flexable unarmed combat system. Lots of guns.
Things I'd have to do would be: write up the alien races in their origin system (very easy). Build a number of Traveller specific classes to replace the Spycraft ones, which I was doing anyway. Write up a number of oganizations. Make the combat system a little gritter. Do a starship design and combat system which integrates with the main rules. Add the list of weapons and other gear from the consolidated equipment list.
This is unlike D20 Modern, being a mix-mash of rules, which required adding a huge number of new rules and rule changes. Perhaps if I spend more time with my new shiny toy I'll become less infatuated.
In other news: Alderac has sold Spycraft to Crafty Games. Who is still trying to get their website up. Bur are supposed to be releasing Farthest Star, spycraft based space opera setting sometime real soon now ("Late Spring 2006"). I'll be all over it when it arrives.