There are little hard facts regarding a d20 Modern version of 4E. The last thing I remember is the report on the Open Gaming License for 4E that indicated that while the 4E D&D OGL will be more restrictive (enforcing the need of PHB), but later licenses - like for d20 Modern - would not.
So, that gives me a definite hope that there will be a 4E D20 Modern.
Personally, I hope we don't have to wait too long for it. I want it sooner than later (assuming off course that I am not negatively surprised by 4E - but maybe even then).
But I wonder - how will a d20 Modern 4E look? How could it look like?
4E emphasizes the "role" of a class.
d20 Modern for 4E had the six "ability score" classes (Strong, Fast, Tough, Smart, Dedicated and Charismatic Hero). They don't really fit into the role concept (and I think this showed as a weakness in the long run). Sure, you can find a role for each of these classes, but there seems to be little place for a Controller, and the Striker role seems to limited to Fast.
So, will we instead go an even more "generic" route of 4 classes - one for each role?
The implied setting and the PoL concept of 4E also beg the question how this will work in a modern enviromnent? The real world hardly fits the Points of Light concept. What alternate concepts exist to make the modern world a place suitable for adventuring?
What I see is a d20 Modern putting more emphasis on non-combat stuff. In the real world, killing monsters and taking their stuff isn't that appropriate. Things that seem more "sensible"
- "Shadowrun"-Style breaking and entering, but preferably without ending up gunning down half the guardsOr Oceans Eleven style...
- Investigations (Call of Cthulhu, X-Files, Sherlock Holmes, Veronica Mars & CSI)
- can't think of more in the moment, but maybe the above are a bit to generic?
There also some combat options:
- Hunting monsters (Special Units 2 or Buffy/Angel)
- Military/Mercenary campaigns (Jagged Alliance-videogamey perhaps?)
And then, there is the concept of super heroes...
What I think would be good for the success of d20 Modern would be an interesting (even if only implied) setting. Maybe Dark*Matter again? I think that's one of the hardest parts to pull off, there are so many things that one can make of a "modern" setting, and it seems to invite a lot more homebrewing. An implied setting that is vague enough to allow a CoC/Special Unit2/Buffy/Veronica Mars/Oceans Elven/CSI all in the same game and evoking enough of each seems hard to do.
Maybe the 4E idea of "Tiers" can also be transposed here. "Heroic" becomes "Mundane" - people rarely notice any aliens or monsters around, but in the "Mystical" tier, we get there, and finally, in the "Superhero" tier (or theme?), we get things that can be as strange and supernatural as you want...
What in the Holy Name of God makes you think 4e is suitable for the modern genre? What trait does it possess that makes you think "Huh. I bet you this would be a much better game than D20 Modern for (Spy games, war games, drama, action, political thrillers, supernatural horror, near-future, post-apocalyptic survival, cyberpunk intrigue or high school hijinks)."
In what way does a mix of at-will, encounter, and daily powers better model your own life as a (computer programmer, professional wrestler, long-haul trucker, alligator wrangler, librarian or park ranger) than a mix of finely tuned skills/feats and class abilities?
I realize this is going to page 4, but I couldn't get past the first post without screaming "Why would you want it!?!"![]()
4E's design, with At-Will, Encounter, and Daily powers, with HP re-envisioned/clarified and with Healing Surges, Second Wind, and non-magical "heal"-type abilities
The simplified skill system works..
I think it might be better if the next D20 Modern were more focused and presented with more of an implied setting.
No. It makes the system very playable and makes it easy to balance. Sure, if you're more interested in "simulating" the real modern world with maybe some FX sprinkled in, it might be the wrong approach.All the things that you mentioned are mechanics that make 4e utter crap.
No, but we do need a setting for the game rules. After all, that's how D&D was promoted and rose to the success it now has been ... well, up to 3rd Edition.I think the A-Team is probably the best example of a D&D 4 Modern campaign, since all of the main characters are competent in combat and also have something to do outside of combat.
But then, not all "modern" campaigns fit the A-Team model. Or do they?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.