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D20 Modern or Spycraft II?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2840394" data-attributes="member: 12332"><p>I've got both and still consistently use d20Modern. I'll mine Spycraft2.0 for a rule now and then, but usually not a rule I'll use all of the time.</p><p></p><p>And there are alot of rules in there. Damage isn't damage ... there's Ballistic damage and Collision damage and Laser damage ... and Fire damage ... and Acid damage. They're not just different types, but have different rules. Some things are more complex, such as sliding Initiative counts and various feats and maneuvers that change that count. </p><p></p><p>Two biggest issues I have with it are tone and classes, which are often the same thing. SC2 is a SUPERspies game, in the tradition of James Bond. And it plays like that. 1st level characters start "the best in their field". Hackers only fail hacking tasks if they're in-turn hacked by a better hacker. Everybody starts at 1st level like they're supermen and the only thing that changes as the campaign progresses, like a movie, is there are bigger explosions and more bodies the higher you go. The bad-guys stats are based off of the level of the PCs and the GM's role is scripted in how far he should deviate. <em>Biff Steele is the best agent the Agency has, and this episode he takes out Dr. Yes and four henchmutants. Next week, Biff Steele is the best agent the Agency has and he takes out the entire governing body of D.R.A.G.O.N., for whom world-threatening Dr. Yes was but a minor flunky, and fifteen henchmutants. Week after, Biff Steele is the best agent the Agency has, and we find out the D.R.A.G.O.N. was only a pawn of the even-more-powerful-yet-hereunto-unheard-of D.E.V.I.L. and their THIRTY henchmutants. </em> Etc.</p><p></p><p>The classes are Archetypal. Wheelman, Soldier, Face, Hacker, Guide, etc. Each is pretty flavorful, but I don't care much for Archetypal classes. </p><p></p><p>Some people don't like d20Modern's classes for the opposite reason ... they're ... controversial. Each is based off of one of the six stats, and sort of focuses on what that stat does. A character doesn't have to have a high stat in the class to take it, but it usually helps (and sometimes actually bolsters a low stat) They don't overly guide you to a character concept, though. If you're playing a "Wheelman" you know you're playing a wheelman, a driver, the guy that drives, and you're going to have only abilities that make you more adept at driving. In d20Modern I've seen the same character concept built three ways with three different classes. And I've seen three characters with the same class have three entirely different concepts. A d20Modern "Wheelman" just takes a few appropriate feats and ranks in Drive. It might be easiest and most effective to go at it via the Fast class, but I could make a go with it as Tough, too. I find d20Modern to be more flexible, but that can mean it is harder for players to get into, too.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2840394, member: 12332"] I've got both and still consistently use d20Modern. I'll mine Spycraft2.0 for a rule now and then, but usually not a rule I'll use all of the time. And there are alot of rules in there. Damage isn't damage ... there's Ballistic damage and Collision damage and Laser damage ... and Fire damage ... and Acid damage. They're not just different types, but have different rules. Some things are more complex, such as sliding Initiative counts and various feats and maneuvers that change that count. Two biggest issues I have with it are tone and classes, which are often the same thing. SC2 is a SUPERspies game, in the tradition of James Bond. And it plays like that. 1st level characters start "the best in their field". Hackers only fail hacking tasks if they're in-turn hacked by a better hacker. Everybody starts at 1st level like they're supermen and the only thing that changes as the campaign progresses, like a movie, is there are bigger explosions and more bodies the higher you go. The bad-guys stats are based off of the level of the PCs and the GM's role is scripted in how far he should deviate. [i]Biff Steele is the best agent the Agency has, and this episode he takes out Dr. Yes and four henchmutants. Next week, Biff Steele is the best agent the Agency has and he takes out the entire governing body of D.R.A.G.O.N., for whom world-threatening Dr. Yes was but a minor flunky, and fifteen henchmutants. Week after, Biff Steele is the best agent the Agency has, and we find out the D.R.A.G.O.N. was only a pawn of the even-more-powerful-yet-hereunto-unheard-of D.E.V.I.L. and their THIRTY henchmutants. [/i] Etc. The classes are Archetypal. Wheelman, Soldier, Face, Hacker, Guide, etc. Each is pretty flavorful, but I don't care much for Archetypal classes. Some people don't like d20Modern's classes for the opposite reason ... they're ... controversial. Each is based off of one of the six stats, and sort of focuses on what that stat does. A character doesn't have to have a high stat in the class to take it, but it usually helps (and sometimes actually bolsters a low stat) They don't overly guide you to a character concept, though. If you're playing a "Wheelman" you know you're playing a wheelman, a driver, the guy that drives, and you're going to have only abilities that make you more adept at driving. In d20Modern I've seen the same character concept built three ways with three different classes. And I've seen three characters with the same class have three entirely different concepts. A d20Modern "Wheelman" just takes a few appropriate feats and ranks in Drive. It might be easiest and most effective to go at it via the Fast class, but I could make a go with it as Tough, too. I find d20Modern to be more flexible, but that can mean it is harder for players to get into, too. --fje [/QUOTE]
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