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D20 Modern or Spycraft II?
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<blockquote data-quote="Henry" data-source="post: 2841335" data-attributes="member: 158"><p>It's tough to say, other than to tell you my perceptions of "default" styles in the respective games.</p><p></p><p>If you want modern action along the lines of the movies Se7en or a James patterson Alex Cross book/movie, then Grim Tales is a good fit.</p><p></p><p>If you want modern Action along the lines of a traditional "Buddy Cop" movie, or maybe the old show Special Unit 2, then d20 Modern is a better fit.</p><p></p><p>If you want modern action along the lines of Rush Hour, Shanghai Knights, or a James Bond Film, then Spycraft 2.0 is a good system to use.</p><p></p><p>My biggest problem with Spycraft 2 is one of its strengths - the classes are very groomed for a modern Spec Ops Game, where every character is a high-end professional of some sort, even the first level dudes aren't chumps, even if weaker than 10th level ones. Unfortunately, it doesn't level room for a wider variety of characters, as the Modern /Grim Tales Classes seem to do. Spycraft's feats are such beautifully crafter, over-the-top affairs encouraging from combat-coolness and Role-play mechanical reinforcement, that I can't say anything bad about them.</p><p></p><p>My second-biggest problem are the expanded conditions. While definitely well-thought out, a DM can drown in them. tradtional D&D may have things like prone, nauseated, dazed, shaken, frightened, panicked, etc.? Well, Spycraft has vulnerable, sprawled, about four different types each of shaken, frightened, etc. in addition to all the usual d20 conditions. Fire damage has a PAGE and A HALF on its effects on characters, places, etc. While cool that it's all spelled out, it's a monster amount of new material to absorb, and all of it has bearing on most combats run. That's a little TOO precise for my tastes.</p><p></p><p>Final analysis - as an excellently crafted game, it astounds, and as a toolbox for other d20 games, it doesn't disappoint. But the learning curve for me was unbelieveably steep.</p></blockquote><p></p>
[QUOTE="Henry, post: 2841335, member: 158"] It's tough to say, other than to tell you my perceptions of "default" styles in the respective games. If you want modern action along the lines of the movies Se7en or a James patterson Alex Cross book/movie, then Grim Tales is a good fit. If you want modern Action along the lines of a traditional "Buddy Cop" movie, or maybe the old show Special Unit 2, then d20 Modern is a better fit. If you want modern action along the lines of Rush Hour, Shanghai Knights, or a James Bond Film, then Spycraft 2.0 is a good system to use. My biggest problem with Spycraft 2 is one of its strengths - the classes are very groomed for a modern Spec Ops Game, where every character is a high-end professional of some sort, even the first level dudes aren't chumps, even if weaker than 10th level ones. Unfortunately, it doesn't level room for a wider variety of characters, as the Modern /Grim Tales Classes seem to do. Spycraft's feats are such beautifully crafter, over-the-top affairs encouraging from combat-coolness and Role-play mechanical reinforcement, that I can't say anything bad about them. My second-biggest problem are the expanded conditions. While definitely well-thought out, a DM can drown in them. tradtional D&D may have things like prone, nauseated, dazed, shaken, frightened, panicked, etc.? Well, Spycraft has vulnerable, sprawled, about four different types each of shaken, frightened, etc. in addition to all the usual d20 conditions. Fire damage has a PAGE and A HALF on its effects on characters, places, etc. While cool that it's all spelled out, it's a monster amount of new material to absorb, and all of it has bearing on most combats run. That's a little TOO precise for my tastes. Final analysis - as an excellently crafted game, it astounds, and as a toolbox for other d20 games, it doesn't disappoint. But the learning curve for me was unbelieveably steep. [/QUOTE]
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