Rappan Athuk Swords & Wizardry Edition
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I would say for what you're aiming to do then Cyberpunk 2020 is the way to go. Much as I love Shadowrun, there are certain facets of cyberpunk anime that it's not really built to handle, such as full 'borgs like Motoko Kusanagi in GitS.
I'd also recommend Kazei 5 which is a cyberpunk anime sourcebook and setting for the Hero System. It would seem to be right up your street.
They're used for the free web enhancements for the original Necromancer Games versions of RA. You can download most of them from the NG website (www.necromancergames.com). There are a few dead links. The PDFs are password protected.
The passwords are:
Passwords for some of the other freebies are found here:
One thing I'd be interested in seeing is how many successfully funded projects actually produced anything?
I've been involved in 5 projects. Of those, 3 already had a product that needed funds to publish. The remaining two were new projects. One, P20, failed to achieve funding. The other, e20, has gone into limbo.
Is there any correlation between funding and overall project success?
I'm of the feeling now that, as I can afford to lose the money, then I'm happy to wait and see.
If I receive the product (PDF, book, whatever) then great. If not, then Lou deserves some compensation for the work he's put into trying to keep this project afloat.
I'd also like to point out that this is a great gesture on the part of Nic and Lou. I should note that other publishers have not been so forthcoming. My pre-order for 2320AD from Quiklink ended in nothing. I ended up having to pay again to buy the PDF from Drivethru.
I can't say I agree with that Amazon review. Freeport is designed to drop into any campaign (with generic names for gods) and is an excellent setting. Generic settings seems to be a pet peeve of the reviewer.
As for a new version, I'd be interested. However, I'd have to agree with the other posts in that a reworking would be preferable.
Bad Axe Games:
Sword and Sorcery:
Dorje Sylas wrote:
I'm not against the Charismatic staying at d6 and low BAB. Perhaps increase the Strong Hero's skill points. The Tough doesn't have many skills anyways. Also jumping it's BAB up to full makes it a good class to pair with Strong, so cutting back on the total ranks available for either a combined Strong/Tough or Fast/Tough would make some clear distinctions between classes. It also would distinguish between Strong/Fast and Strong/Tough.
With a full BAB and d12 HD why would anyone choose Strong over Tough? Considering we've pegged Strong as a weak class we need to give it some edge over Tough other than getting 4+Int skill points rather than 2+Int.
I guess the Tough hero is meant to be a damage soak so he doesn't necessarily need full BAB.
Kendril Shad wrote:
Vitality & Wounds were only in Star Wars and Unearthed Arcana. However, they could be added. I suggest that threats become crits by expending an action point (similar to Spycraft's mechanic) to avoid the situation of an ordinary taking out a PC with a lucky shot.
I'll chime in with another thumbs up.
Just a few thoughts on what's been mentioned so far.
I'm pretty sure that Weapons Locker is OGL as it was based on Ultramodern Firearms. Like Unearthed Arcana it was never compiled into the SRD because the book already contains open content.
As for 3rd party stuff I also recommend the Game Mechanics books to pilfer the open content. Modern Players Companion, Modern Magic, Martial Arts Mayhem and Future Players Companion were almost official having some of the same authors as the WotC books.
The merges of skills seem like good ideas.
As for classes keep the 10 level basic and 10 level advanced classes. I think, unlike fantasy, multiclassing was wholeheartedly encouraged in Modern.
Other sources such as the Modern Players Companion and Urban Arcana also added 5 level prestige classes some of which are OGL (see the Arcana Advanced Classes section of the SRD).
I also agree with separating out the human racial abilities from the class descriptions so that it's easier to add in nonhuman PCs/NPCs.
I agree with other posters, we should have a P20 Modern AND a P20 Sci Fi.
For a P20 Modern the implied setting should allow for the following types of campaign:
Urban fantasy (Urban Arcana, World of Darkness, Dresden Files)
I'd quite like to see the Trailblazer mods rolled into Pathfinder. Still 3.5 based but addressing some of the core issues with 3/3.5e
I do wonder that the overall goal was too ambitious for a patron funded project. $70000 might be required for a full colour, lavishly illustrated core book but it became clear early on that the project would not attract enough patrons for that level of funding.
$10000-15000 seems like a more realistic target judging by the e20 project I'm involved with as a patron. The goal of that project is a B&W core book.
So, I'd like to urge SGG to re-propose this as a B&W corebook with less illustrations or as a POD colour book. Hopefully, this would be manageable on a more limited budget.
Gareth-Michael Skarka wrote:
Well, I'm interested and I was interested in a similar proposal from Sinister Adventures.
I'd certainly like a d20 Sci Fi game based on the Modern/Future SRD. I would like it to be reasonably backwards compatible to d20 Modern as Pathfinder is to D&D3.5.
As for the setting, I think it shounds spot on. In fact, I think I mentioned in the Pathfinder Modern thread that I thought that a Star Frontiers style setting would work well for an implied default.
I'd like a far future space opera implied setting most of all. A setting that would support most of the popular subgenres and campaign types such as:
Military sci fi (Mass Effect, Starship Troopers)
A Paizo take on Star Frontiers would seem to be my ideal.
What I wouldn't like to see is this setting lean too heavily toward other sci fi subgenres such as Mecha (Giant Robots) or Cyberpunk.
Erik Mona wrote:
Mainly B. However, I like talent trees and while I'm not wedded to the stat based base classes I think the base/advanced/prestige classes format supported multiclassing better than 3.5e.
Spirit Folk are the half human born races with one parent being a divine or nature spirit. OA provides three versions, while Kaidan only uses two. Spirit Folk of the bamboo groves as n earth spirit derived race and those of the river or sea, as water spirit derived race. Once could probably use elves or half-elves to fulfill this role as well.
There should be a snow spirit folk whose mother is a yuki-onna.
Hengeyokai, as in OA, are the animal barbarian shape-changers (there are lots of shape-changers in Japanese lore.) All can assume a human form, though their standard forms are a mix human/animal: badger, fox, rat, bear, crane, carp, dog, cat, and several others. There is no comparable Pathfinder race that fits this role.
Japanese folklore has that certain animals can take human form: fox (kitsune), cat (bakeneko), badger (mujina), raccoon dog (tanuki), snake (hebi), wolf (okami), spider (jorogumo) and dog (inugami). Their roles seem to vary from mischievous tricksters to monsters.
Ryujin, are hengeyokai of the sea, with a partial sea dragon form at higher levels, otherwise in forms of: sea turtle, squid, shark, dolphin, jelly fish, sea bass, etc. As the hengeyokai, Ryujin have no Pathfinder couterpart.
From Japanese folklore I know of 2 sea related creatures: the same-bito (sharkmen) and ningyo (merpeople).
I agree that certain sects might suit Druids or Clerics as well as Shaman. I'm not sure that bandits (nobushi) would be Rangers rather than Warriors or Fighters but Matagi seem like ideal candidates particularly if they're fashioned after Ashitaka and the Emishi in Princess Mononoke.
As for the paladin, I think the sohei makes a good stand in or variant paladin.
Call the Monk a Budoka and I don't think you have a problem. Okinawa and the Ryukyu islands is where karate is supposed to have developed in reaction to a sword ban first by King Shoshin (the Ryukyus were a separate kingdom) and then by the Satsuma clan after the invasion in 1609. The use of peasant tools as weapons, such as the sickle (kama), is also attributed to this ban.
I also think a samurai courtier class is a good concept representing the "pen" side of bun-bu-ichi (pen and sword in accord). The samurai placed great value on courtly skills which most samurai classes don't represent.
Maybe a buffing/de-buffing class like the Warlord might suit for a courtier class. Stirring words to inspire comrades, put downs for foes.
Fighter = Ashigaru (peasant soldier) comprise the "enlisted/conscripted" bulk of both the Shogun's army and the provincial forces, as Samurai serve as the officer corps. In Kaidan, as in Japan, only Samurai are allowed to wield Katana and wakizashi long sword/short sword pairing. Most Ashigaru would be limited to Daikyu (long composite bow) and Naginata (glaive spear), perhaps a short sword (not a wakizashi) would be allowed as well. Honor being an attribute one builds based on deeds and promises kept, once a high enough honor is achieved, an Ashigaru could be allowed to carry a katana long sword.
I don't believe there was any prohibition on Ashigaru using swords. The Tokugawa period prohibited carrying weapons but it was an era of relative peace. The weapons of the ashigaru were arquebus (teppo), long spear (yari), longbow (yumi) and sword (katana).
Another option for the fighter is the straight translation to bushi (warrior). The 1e bushi class takes the ashigaru and combines it with Toshiro Mifune's scruffy ronin from Yojimbo to create a roguish counterpoint to the noble samurai.
Cleric = Yamabushi, though like Rokugan Shugenja are elementalist priest monks, so not quite the straight cleric conversion. Otherwise no real equivalent here. Some unique powers, feats and spells.
I rather like the Rokugan shugenja class. The use of the 5 Buddhist elements rather than the 5 Taoist elements (gogyo) adds a Buddhist flavour and is a nice counterpoint to the Taoist flavoured onmyoji.
Shaman = Shoten and Miko, actually male and female separate shaman classes with distinct powers separated between the two, following historical Japanese distinctions. Control/contact of nature spirits, healing powers, mediums to contact ancestral spirits and undead.
Sounds right. The shrine maidens, miko, were supposed to act as mediums between the humans and kami.
Rogue = Yakuza, the organized crime element of Kaidan, mostly urban based, consists of members of the Hinin or Tainted (bottom) caste. Much of their skills involve social interation, moreso than actual thievery. They follow their own code of 20 rulings, so in many ways "lawful" to their own sanctions.
The bakuto were the tattooed criminals of the feudal period who were the forerunners of the yakuza. Most samurai fiction depicts them as mainly involved in gambling and having their own codes of honour. The chohan (Japanese gambling game where you have to predict either an odd or even roll on 2 dice) scene is quite popular in chambara.
Monk = Monk or Sohei. Not sure if I should make Sohei and Monk as separate classes as done in Rokugan OA. I'm thinking of sticking with the straight monk as per Pathfinder RPG rules and not expanding beyond that....
I don't think the D&D Monk fits that well with Japan. The fighting monks of Japan were the sohei who were armed combatants rather than unarmed. The naginata is the iconic weapon of the sohei.
As for samurai and ninja, I agree. Any casual puchaser will be expecting classes for both. The hatamoto is pretty much the Rokugan courtier class. I'm not sure that it has enough to make it more than a substandard bard outside of court based adventures.
There's is already a wholly OGL D&D 3.5/Star Wars Saga Edition hybrid called Fantasy Concepts by Jason Kemp. Many of the changes are referenced to rules in Unearthed Arcana or the Modern SRD.
So it appears to me that you might be extrapolate an OGL 3.5/4e hybrid using Fantasy Concepts. The main sticking point appears to be the at will/encounter/daily powers system which was introduced in late 3.5 products like Book of Nine Swords that were not open. However, if you don't like 4e powers then that's not a problem.
You also have OGL products like Book of Experimental Might which has a new spell progression system over 20 levels and Iron Heroes which attempts to redefine the martial classes to stack up with the magical classes.
Erik Mona wrote:
What are you looking for conceptually?
I see epic as demigod/superhero level play perhaps progressing into god level. Characters can do stuff that mere mortals are incapable of. Good examples of rules are White Wolf's Scion and Exalted RPGs and the D&D Immortals box set. Glorantha's heroes and superheroes such as Harrek and Jar-eel also provide good examples of epic level NPCs. I believe there are D&D stats in the Wyrms Footprints collection.
Erik Mona wrote:
What are you looking for mechanically?
Some way to represent superhuman abilities in a way that isn't going to lead to lots of book-keeping.
Erik Mona wrote:
Any deal breakers?
While I liked the monsters I thought the rest of the book was highly uninspired. The ELH treatment was just more of the same with a few new feats. Please don't fall into this trap.
Erik Mona wrote:
What does Psionics mean to you?
Mental powers: ESP, clairvoyance (remote viewing), mind reading, telekinesis, mind over matter. Star Wars' Force is a good yardstick for fantastic mental powers. However, there is quite a lot of real world lore on psychic powers that could prove inspirational as well.
Erik Mona wrote:
How can I get you to buy a psionics book and use it in your campaign?
I'm in the "Don't really like psionics in a fantasy campaign" camp. Psionics always seems sort of sci-fi to me. Also, there is quite an overlap with magic spells: scrying, charms, enchantments, illusions.However, psionics has been part of certain monsters from the D&D's early days so it's hard to say it isn't part of the milieu.
Having said all that, I would buy a psionics book to use in a Pathfinder Modern/Sci-Fi game.
Erik Mona wrote:
What is an absolute deal-breaker?
Don't tie it into the core too much. Core monsters should be built round spells with psionic alternatives offered in the Psionics book.
Having been through my 3/3.5e books recently I can say what I don't want to see:
Lots of prestige classes (a lot of the PrCs in the Complete series seemed very narrow in focus and there were way too many of them to keep track of)
Lots of feats (everyone loves feats but please try and keep the list to a manageable size)
Lots of new base classes (surely feats & alternate class abilities would be a better way to go)
I guess from this I'd rather see class substitution levels than lots of new classes or prestige classes.
However, monster books I can't get enough of.
George Velez wrote:
The problem with the d20 CoC game is that although several of Lovecraft's works are now in the public domain, Chaosium's Call of Cthulhu RPG is not.
Chaosium cannot prevent you from statting up "horrific fishmen" but they can certainly stop you from calling them Deep Ones, which was Sandy Petersen's name for the monsters in "The Shadow Over Innsmouth".
In addition, a lot of stories that comprise the Cthulhu Mythos (as presented in the CoC RPG) are not public domain so you have to be careful which works you reference.
I don't think there's much market for another d20 horror RPG of investigating the Cthulhu Mythos in the 20th/21st centuries.
I liked the Holy Warrior class from Book of the Righteous which revised the Paladin into a general purpose holy knight class. By selecting 2 of three domain powers you could build a Paladin best customised for a particular god (an not just limited to LG). It was updated to 3.5 as a PDF. There was the Unholy Warrior class book as well which was GR's version of the Anti-Paladin.
Also GR, the best 3rd party Drow book was Plot & Poison which had an alternative pantheon and some new subraces. I also liked GR's Wrath & Rage about orcs. The dwarf book was well reviewed but it seemed too heavily influenced by Warhammer to me.
I think Monte Cook handled powerful races best in Arcana Unearthed with racial levels. I note this was adopted in the World of Warcraft RPG.
I like the idea of core class abilities as in Spycraft, True20, and Spellslinger: a class ability that can only be gained at first character level (rather than class level). It helps distinguish multi-class characters.
Warlords of the Accordlands RPG added extra class abilities by race which gave a nice way of distinguishing characters.
Ability scores have been done away with in favour of ability modifiers a la Ars Magica, Silhouette and other game systems
3 classes: Warrior (combat), Adept (magic), Expert (skills). Most class abilities have been rolled into feat trees: each class gets a feat every level and some feats are restricted to one of the three classes.
Each class has a core ability (like the core class abilities in Spycraft) that can only be picked up if you take your first character level in that class i.e. you don't get it if you multiclass into the class.
Characters start with a set number of skills at 4 ranks each and then get to assign ranks as desired each level thereafter.
The magic system is a skills and feats system derived from the Force powers in the first two versions of Star Wars d20.
No hit points. Characters have wound levels and a Toughness save is made against damage to avoid dropping wound levels. Minions have no wound levels and are unconcious if they fail to save.
Reduced and consolidated skill list as with most recent d20 games.