Mix and Match Rules |
Mix and Match Rules |
Oct 15 2008, 10:40 PM
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#1
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Running Target Group: Members Posts: 1,095 Joined: 26-February 02 From: Seattle Wa, USA Member No.: 1,139 |
(IMG:style_emoticons/default/spin.gif) So I'm nuts enough to think about this but I finally put it all togeather
If i could mix and match SR it would turn out something like this YMMV 1e - Decking, Initiative 2e - Skills, Defaulting, Combat (minus Initiative) 3e - Character Creation, Dice Pools 4e - Magic and Rigging Granted there would have to be some house rules to tie it all together but I think each edition had some things right. just the $0.02 of this old grognard. |
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Oct 15 2008, 10:42 PM
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#2
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Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
You missed something. Fixed or Variable TN?
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Oct 15 2008, 10:45 PM
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#3
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Running Target Group: Members Posts: 1,095 Joined: 26-February 02 From: Seattle Wa, USA Member No.: 1,139 |
You missed something. Fixed or Variable TN? Yeah I know, I like both... Variable is a blast when its high (say 20s and above) and someone makes it (table screams!) Fixed with Variable Thresholds is way better 80% of the time... + Auto Successes are good for Knowledge Checks but its missing that big table cheer and tension as the die gets rolled up. Will they make it or fail? Oh and I would pick pre 4e attributes. |
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