d20 Modern: What Would you change part II

I'm new to modern but not d20, I've been reading this and I'm really appreciating the ideas floating around and being crafted into fine gemstones. I find a problem I've been having with my modern game getting bogged down with the unnecessaries. I've read statements from several people on this thread that have rocked my GM world. Keep this up Vigilance, modern needs a touch up.
 

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broghammerj

Explorer
buzz said:
Why would a player be rolling to see if their PC knows how many toes a bear has?

I think you missed my point. My point is that in DND you need knowledge checks in abstract and absurd subject matter such as aracana, planes, dungonering, etc. Why? Because it is a way for the DM to disseminate information on mythical creatures and places to the player within a context of the game...ie the owl bear example. There is no point of reference because neither you nor the DM has ever seen an owl bear. It's not real! The knowledge checks allow you to escape that lack of familiarity with the subject material of the game.

In the modern world if there is something I am not familiar with I can easily access that information making a super specialist character less relevant. To take and absurd idea. I bet I could research in the library and internet a means to build a nuclear bomb. The only thing stopping me would be access to components. Then take a physicist type character. He could build one too. Is his knowledge of physics as significant to the game now?
 

broghammerj

Explorer
Psion said:
In Spycraft 2.0, which leverages the skill system strongly, one common class ability model is the so called "flawless X". The sleuth class gets it for Investigation and Sense Motive, the Snoop gets it for Analysis and Search, and the Explorer gets it for Athletics and Culture. There are others.

What these class abilities do is, unless you really screw up, if you fail a roll, you are considered to have succeeded if the DC is less than 20+class level.

I am not very familiar with Spycrafts rule but I think that may be a good way to handle things. However I like Chucks idea of limiting rolls as much as possible so they don't "get in the way".

As to your mystery adventure style of play, that is how I typically do things. Failed rolls result in the loss of extra info. The other technique I use is not to remove the extra clues, but instead give the PCs access to them in a more delayed fashion so that they might not solve things as quickly.
 

buzz

Adventurer
broghammerj said:
I think you missed my point.
Yup, I did. My bad! :eek:

broghammerj said:
In the modern world if there is something I am not familiar with I can easily access that information making a super specialist character less relevant. To take and absurd idea. I bet I could research in the library and internet a means to build a nuclear bomb. The only thing stopping me would be access to components. Then take a physicist type character. He could build one too. Is his knowledge of physics as significant to the game now?
Well, doesn't d20M basically cover this with the Research skill? The PC can learn anything, the issue is simply how long it takes to compile the info. Knowledge seems more to be what the PC can dredge up without having to hit the books first.
 

iwatt

First Post
broghammerj said:
In the modern world if there is something I am not familiar with I can easily access that information making a super specialist character less relevant. To take and absurd idea. I bet I could research in the library and internet a means to build a nuclear bomb. The only thing stopping me would be access to components. Then take a physicist type character. He could build one too. Is his knowledge of physics as significant to the game now?

Well, not that many adventures taking place in Libraries. And Research takes time.

BTW, you're vastly simplifying the task of building a nuke. The precision in making/placing the shaped charges is of huge technical difficulty, just as an example. I think you're giving book knowledge a lot more oomph that it really has.
 

Garnfellow

Explorer
iwatt said:
BTW, you're vastly simplifying the task of building a nuke. The precision in making/placing the shaped charges is of huge technical difficulty, just as an example. I think you're giving book knowledge a lot more oomph that it really has.
Maybe.
 

Vigilance

Explorer
iwatt said:
Well, not that many adventures taking place in Libraries. And Research takes time.

True, but today I can do research from my cell phone.

I don't really disagree with what you're saying. I just A) eliminated the dice roll for Knowledge/Research and B) combined them into one skill named Academics (which was recommended in this thread!)
 

Vigilance

Explorer
Trevino Anterlux said:
I'm new to modern but not d20, I've been reading this and I'm really appreciating the ideas floating around and being crafted into fine gemstones. I find a problem I've been having with my modern game getting bogged down with the unnecessaries. I've read statements from several people on this thread that have rocked my GM world. Keep this up Vigilance, modern needs a touch up.

Thanks Trevino! And yeah, it's been a very good thread.
 



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