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View Full Version : You've Basically Just Described Alternity


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04-01-2005, 03:51 AM
Post originally by Robert Aronson at 2005-04-01 02:51:09
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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!

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05-03-2005, 10:41 AM
Post originally by Spike at 2005-05-03 09:41:25
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Hmmm,
Actually, I think Alternity was dying from almost the moment it came out, though it fought hard for it's survival. It was just really damn awkward to use, and if I recall (it's been years since I actually tried to play it, mind you) Combat was a step back in some ways with charts to reference. Dice moved up and down values, one stat became very powerful, which made easy munchkining if you wanted a dedicated character. (I recall making a character that, with only a tiny bit of sacrifice on design, was able to outshoot everyone, was nearly impossible to hit, and went first all the time. And more importantly, he wasn't a gibbering idiot when it wasn't gunfight time. I also recall that he wasn't too shabby in hand to hand. In the one game session we played he was nearly invincible. I wasn't even trying to munchkin him. That's the scary part.)
As an aside, I've always hated it when game settings that use multiple tech levels group their equipment by type rather than by level. Alternity did it, and Gurps changed all their setting books to do it. What this means is that players are drooling over tech they can't have, rather than focusing on what is appropriate to the level.
"But I want a Gravitic Mace!!!!"
"Sorry, Joe, they won't be invented for another 500 years. Get over it. By the vibroknife and be happy."
"But what about my CONCEPT!!!"
Ugh.