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D20 Modern vs. Spycraft: Tell me which one you like better
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<blockquote data-quote="Vigilance" data-source="post: 2974323" data-attributes="member: 4275"><p>Well I prefer Modern (big shock I know, I can hear the gasps and mutters in the audience all ready) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Despite the Back to Basics book by the Distinguished Competition, which gives a more generic class structure, I still think this misses one of the two key strengths of the Base Class-Advanced Class structure of modern.</p><p></p><p>While the players are just being normal joes, the game master can decide what type of campaign he wants to run. See, with his players starting in base classes, he can let them explore and see what types of missions interest them before deciding if America will descend into anarchy as part of a gritty military/post-apoc campaign, or if the PCs will discover Things Man was Not Meant to Know and enter an occult conspiracy game, or maybe they'll enter a psychological experiment in college for extra credit that is really a government research project and gain psychic abilities. </p><p></p><p>While you could do all that genre switching with Spycraft, my read of the rules tells me it would be a little problematic in a few ways: </p><p></p><p>1. Spycraft classes give you some pretty nice rewards for sticking with a single class a long time, rewards you might miss through the multiclassing involved in a genre switch from basic classes to Spycraft classes</p><p></p><p>2. With Spycraft you'd have to use some outside books to add the supernatural elements</p><p></p><p>3. You'd have less in the way of adventure support (not an issue for the dedicated home-brewer but I certainly like the ability to pick up a product for a plot line or complete adventure). </p><p></p><p>Let me conclude my praise of d20 Modern with two points:</p><p></p><p>1. Both d20 Modern and Spycraft II are knockout designs. You won't be stuck with a BAD rule set no matter which one you pick up. </p><p></p><p>2. I have written several professional d20 Modern books, in fact it's more of how I make my living than anything else (I do some fantasy books as well- but not nearly as many as I do for d20 Modern). So feel free to assign a level of bias to my statements. </p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 2974323, member: 4275"] Well I prefer Modern (big shock I know, I can hear the gasps and mutters in the audience all ready) ;) Despite the Back to Basics book by the Distinguished Competition, which gives a more generic class structure, I still think this misses one of the two key strengths of the Base Class-Advanced Class structure of modern. While the players are just being normal joes, the game master can decide what type of campaign he wants to run. See, with his players starting in base classes, he can let them explore and see what types of missions interest them before deciding if America will descend into anarchy as part of a gritty military/post-apoc campaign, or if the PCs will discover Things Man was Not Meant to Know and enter an occult conspiracy game, or maybe they'll enter a psychological experiment in college for extra credit that is really a government research project and gain psychic abilities. While you could do all that genre switching with Spycraft, my read of the rules tells me it would be a little problematic in a few ways: 1. Spycraft classes give you some pretty nice rewards for sticking with a single class a long time, rewards you might miss through the multiclassing involved in a genre switch from basic classes to Spycraft classes 2. With Spycraft you'd have to use some outside books to add the supernatural elements 3. You'd have less in the way of adventure support (not an issue for the dedicated home-brewer but I certainly like the ability to pick up a product for a plot line or complete adventure). Let me conclude my praise of d20 Modern with two points: 1. Both d20 Modern and Spycraft II are knockout designs. You won't be stuck with a BAD rule set no matter which one you pick up. 2. I have written several professional d20 Modern books, in fact it's more of how I make my living than anything else (I do some fantasy books as well- but not nearly as many as I do for d20 Modern). So feel free to assign a level of bias to my statements. Chuck [/QUOTE]
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