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From D20advanced
| d20 Advanced: Characters | d20 Advanced: Action | d20 Advanced: Running the Game |
|---|---|---|
| Character Core | Action Core | Gamemastering |
| Feats Module | Basic Combat Module | Campaign Building |
| Skills Module | Combat Dice Module | Stock Characters |
| Drawbacks Module | Maneuvers Module | |
| Role Module | Environment Module | |
| FX Module | Dramatic Interactions Module | |
| Hero Dice Module | Reputation Module | |
| Wealth Module | Taint Module |
Contents |
The d20 Advanced Project
d20 Advanced is a fully-customizable toolbox RPG based on the d20 System. It allows creation of character appropriate for almost all genres of play from different time periods or power level, and features a variety of optional rules to increase or decrease the complexity of gameplay.
Guiding Principle
The goal behind d20 Advanced (d20A) is to create a toolbox that maximizes options where they matter while keeping the game simple and true to the central d20 mechanic as much as possible. It's very easy to remember how to resolve actions when they all follow the d20 + modifier vs DC model, and this mechanic should be used whenever possible. The goal of this variant system is similar to True20 and d20 Modern in that it seeks to use the core of the d20 system to create a flexible, playable, and fun toolbox with which groups can build just about any game they want.
Character Creation
Likely the area where d20A deviates the most from the standard d20 games out there, character creation follows a model similar to Mutants & Masterminds, where players are assigned character points with which to build their characters from the ground up.
However, the game doesn't force you to play a point-buy game if you'd rather play a more class-based game. It does lay out for a GM how to use the character creation system to create races and classes, and how to ensure those races and classes are balanced at each level. The system is as flexible as you want it to be.
Character creation also includes a detailed system for allegiances, complications, and character motivation. Unlike alignments in D&D, players chose from a multitude of different motivating factors, and when they play their characters with these motivations in mind, they're rewarded with Hero Dice (more on that below).
Combat
d20A uses a system similar to Iron Heroes' or The Book of Iron Might in order to represent maneuvers in combat. Rather than having a dozen different methods of resolving a dozen different combat actions, and forcing the GM to decide on-the-fly how to resolve a maneuver the rules don't describe, d20A uses a simple, straight-forward system of maneuvers to allow the player to switch tactics, stance, or inflict any of a number of conditions on an enemy. The secret is in that last part: d20A simplifies all the different Conditions into a unified system based on parallel condition tracks, so they're no longer a mystery that involves flipping through a rulebook for five minutes to remember what being "nauseated" means versus being "sickened". Since all the different conditions you can come up with use a similar system, it's much easier to figure out very quickly how different conditions will affect characters.
d20A also takes advice from Iron Heroes with the inclusion of action zones and event zones, which give GMs the chance to create exciting, interactive areas for combat with a comprehensive, simple set of rules for quickly creating pieces of the environment to give smart players a tactical edge... or to completely shred the heroes with.
Dramatic Interactions & Dice Pools
d20A also codifies rules for non-combat, high-action interactions between two or more groups, with the rules covering everything from chases to social duels to the ever-fun seduction/temptation interactions. The rules for these dramatic interactions have also found their way into other facets of the rules. Dramatic interactions and mechanics that are similar to Action Points are instead governed by dice pools (which include the aforementioned Hero Dice), which brings back the fun of rolling tons of dice to a game system that can really be played with just one die between a whole group. It adds a simple element of resource management to the game and allows players to make very clear what they find important about their characters.
Flexibility
Like any other toolbox, d20A is meant to give a tremendous number of options to a group to accomplish what they want. However, it also outlines precisely how to excise almost all of these options, enabling groups to easily arrive at a game that reflects the genre they wish to play well. The system is meant to be tweaked and adjusted, but its mechanics are also meant to be broad enough to encompass many genres at once.
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A Jackelope Crossing Games project with help from the community at Dragon Avenue (formerly 3ebb)

