In a message dated 12/21/00 4:04:36 PM, [EMAIL PROTECTED] writes:
>Superheroes are always tough. I haven't seen THE FOUNDATION, yet, but I
>don't think a class/race basis (which I understand they took) is the way
>to go (if anyone wants to send me a review copy, though, I would quickly
>find out if they made it work or not).
>
>But adding a power system and supporting modifications to the combat
>system would probably be less difficult than creating a power system, a
>combat system, and the rest of the RPG system from scratch.
I won't stand here and say we did the best version of superheroes for D20
that can be done. But we *did* take the approach that the least changes to
the core rules were the best. We added some classes and the powers necessary.
But I didn't want to make radical changes to the system. Why? I'll
explain...
The fact is, it was a marketing decision. The fewer changes to the system,
the more people could use it. It was that simple. Was it the right way from
a *player's* perspective? Several of the emails I've received would say no.
I'll also point out that many retailers are confused about what to do with a
non-fantasy D20 product. Without the instant draw of a 'Star Wars', they are
having trouble figuring out how to rack it. They need to have it near D&D
since the rules depend on the PHB. But those players don't play superheroes.
And if you put it on the superhero rack, those players get mad because the
book doesn't stand alone (and can't under the D20 STL).
Just a note for folks planning non-fantasy product -- it might be a tougher
sell than you think...
-Paul @ Team Frog Studios
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