D20 Tactical Action Wiki
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Welcome to the D20 Tactical Action Wiki!

This Wiki is a home-brew system for a table top RPG set in modern, apocalyptic, or future time and based on the original D20 Modern system, the Starfinder system, a hint from star wars, and a lot of customization. This is an overhaul based around faster rounds (simultaneous turns) and more complex character development (exp driven, not level). Use of a computer (spread sheets) is strongly recommended and nearly required.

As this is a home-brew, I do ask that content not be added/altered without consent from me, Juper0. It has been many years since I last got serious about a wiki and I am behind on modern tech here. If anyone has suggestions about syntax or layout, I am happy to hear it. I am also happy for grammar and spelling corrections.

Eventually, I will have more editors, but for now, I just want a place to make a good "rulebook" on a platform that caters well to rules for RPG's.

If something here seems familiar, it is probably someone else's work. I aim to use open source content and original content. No one needs to pay any credit to me for any content, but they should do research to find out if it is someone else's work. I will eventually put up all the legal pages about source, but it is going to be VERY mixed up with original content.

If you are going to use any of this system for your own game, please note, none of it is meant to be standalone. There will be a lot of changes from the D20 Modern system that make it incompatible. If you do use the system, assume nothing is the same and a a whole reading is needed before attempting to play. Thank you.

Top Level Changes[]

  1. "Levels" no longer exist and character development is driven directly by experience. as a character gains a certain amount of experience, they will gain a skill rank, a feat, an ability score, an attack or defense bonus, etc.
  2. There are no classes. as a character gains exp, they will gain access to more techniques and be able to go deeper into technique trees.
  3. "Magic" will be driven by skill ranks and various "spells" will open as ranks are earned
  4. Equipment will be based around access more than actual cost (players can have a lot of money but limited choices)
  5. Combat is not turn based. Everyone will decide their actions (not the traditional way) and then the round will happen all at once. this is more complex for players and the GM, but will open up a lot of options and tactics.
  6. Character injuries will be more impactful, but so will medical tech and first aid and action points. While there is HP, they will have wounds based on the means of the damage. Get shot, you will have a bullet hole that needs to be plugged or you will get weaker by the round. broken leg? get a splint.
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