RPGnet Columns
04-01-2005, 03:51 AM
Post originally by Robert Aronson at 2005-04-01 02:51:09
Converted from Phorums BB System
The subject line says it all, Alternity being TSR's "prototype" d20 system. d20 absorbed many of the concepts introduced in Alternity, but in my opinion overly complexified them.
For example, there were four extremely basic classes that served as the base for each hero. Spells (FX) and psionics were treated as skills at the same time as having a point system to spend to cast them. Races (er, species) were also much more basic, but moreso than the classes. Feats can all be taken by different classes, however, they're connected to skills and can only be taken when you reach a certain skill level. Combat could be narrative or tactical in both personal and vehicle arenas. Creatures work much the same as you describe. Your hero's level also didn't have a limit. HP was seperated into Stun, Wound, and Mortal, and was more-or-less fixed. XP was measured in scores rather than thousands.
I could say more, but I think you get the point. Alternity died for what I believe to be a three main reasons: first, d20 was coming out, and TSR (or WotC) didn't want competition with itself. Second, the presented material covered only modern day to far future campaign settings rather than Middle Ages or Renaissance settings. Third, before the errata came out, its skill system was absurdly confusing and difficult to work with, and there were flaws in combat that could be exploited to pull off most anything.
But I mean, damn, Alternity had everything. d20 Modern and d20 Future feed from it, but they pale in comparison. With all the optional rules in the errata used, and a little work, Alternity would make a great medieval rules set!
Converted from Phorums BB System
The subject line says it all, Alternity being TSR's "prototype" d20 system. d20 absorbed many of the concepts introduced in Alternity, but in my opinion overly complexified them.
For example, there were four extremely basic classes that served as the base for each hero. Spells (FX) and psionics were treated as skills at the same time as having a point system to spend to cast them. Races (er, species) were also much more basic, but moreso than the classes. Feats can all be taken by different classes, however, they're connected to skills and can only be taken when you reach a certain skill level. Combat could be narrative or tactical in both personal and vehicle arenas. Creatures work much the same as you describe. Your hero's level also didn't have a limit. HP was seperated into Stun, Wound, and Mortal, and was more-or-less fixed. XP was measured in scores rather than thousands.
I could say more, but I think you get the point. Alternity died for what I believe to be a three main reasons: first, d20 was coming out, and TSR (or WotC) didn't want competition with itself. Second, the presented material covered only modern day to far future campaign settings rather than Middle Ages or Renaissance settings. Third, before the errata came out, its skill system was absurdly confusing and difficult to work with, and there were flaws in combat that could be exploited to pull off most anything.
But I mean, damn, Alternity had everything. d20 Modern and d20 Future feed from it, but they pale in comparison. With all the optional rules in the errata used, and a little work, Alternity would make a great medieval rules set!