D&D 5E Everyday Heroes Review

Dungeons & Dragons Third Edition loomed large in the gaming landscape twenty years ago. Wizards attempted to spin off a few products from its monolith. One of the most fondly remembered is D20 Modern which tore apart the chassis to Third Edition and rebuilt it with even more modularity in mind. Earlier this year, Evil Genius Games launched a Kickstarer for Everyday Heroes, a game which...
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Dungeons & Dragons Third Edition loomed large in the gaming landscape twenty years ago. Wizards attempted to spin off a few products from its monolith. One of the most fondly remembered is D20 Modern which tore apart the chassis to Third Edition and rebuilt it with even more modularity in mind. Earlier this year, Evil Genius Games launched a Kickstarer for Everyday Heroes, a game which proposed merging the sensibilities of D20 Modern with the updated mechanics of Dungeons & Dragons Fifth Edition. Not only that, it boasted several licensed RPG books such as The Crow, Escape From New York, Kong: Skull Island and more powered by the system. The core book for Everyday Heroes and the first pair of licensed books have gone out to backers and to reviewers like me. Did they rise to the occasion of their ambition? Let’s play to find out.

Sigfried Trent, Chris “Goober” Ramsley and D. Todd Scott are the credited designers of Everyday Heroes with D20 Modern designers Owen K.C. Stevens and Jeff Grubb billed as Editor In Chief and Design Consultant respectively. The book certainly evokes the style of the old D20 Modern with a modern industrial look full of bullet holes, warning signs and slate gray backgrounds. The artwork runs from merely okay to very good with a notable diversity in body types and skin color. The book seems to be pushing an action movie world but it’s nice to see a variety of people getting mixed up in the over the top cinematic shenanigans.

There are other additions to the book that make it a little more user friendly than Fifth Edition. The book has an appendix that lists the major changes between this game and Fifth Edition. It’s a good bullet point summary for someone familiar with the original as to what they should be aware of being different, such as vehicle damage or that feats are an important part of the character leveling process. It also has a chart showing the complexity of the different archetypes and classes. I like this newer trend of designers explaining how and why different character types have different complexity. It makes those choices up front a little easier as newer players are often drawn to more complex characters such as magic users. I would have liked a little more discussion as to what the complexity ratings meant but that might be for a web enhancement or supplement book.

Characters are built from four main pieces: archetype, background, profession and class. Archetype and class are grouped like Class and subclass featuring a broad category and a specific focus for the character. The archetypes are where Everyday Heroes shows its strongest influence from D20 Modern with each one focused on the main attribute the characters use; Strong characters focus on Strength, Wise characters focus on Wisdom and so on. The Strong Hero archetype has a Brawler, Heavy Gunner and MMA Fighter available, while the Tough Hero has a Bodyguard, Commando and Scrapper. Many archetypes have classes that riff on a character type, such as the Strong MMA Fighter, the Agile Martial Artist and the Wise Master all being bare handed fighters that use their main ability to beat people up.

Smart characters are the domain of spellcasters but in a clever bit of design, the game recasts spells as Plans. They work in the same way as spells with usage slots and spells that increase in power as the character goes up in levels but they are built to service movie fantasy instead of Tolkien fantasy. The Hacker, for example, can manipulate technology to do everything from bricking a device to using an opponent’s social media profile to gain advantage on attack rolls. Given how often my friends who are IT professionals complain about “magic hacking” in TV and movies, these plans feel like an excellent substitute for massive spell lists while still filling the slot for players who like to mess with reality in games.

Everyday Heroes also shaves away some of the legacy mechanics from both games. Levels run from 1-10 with explicit milestone leveling determined by the GM. Players gain feats every even level and class abilities on every odd. Feats really drive home the customization in the design. There are major and minor feats and when a character gains feats they can pick one major or two minor feats. The vast majority of feats are minor, which mean those levels allow characters to take two. Most of the boring stuff associated with leveling up are covered by minor feats such as gaining attribute points or extra skill proficiencies. Most of the major feats cover a very specific style of attack with the most interesting ones being multiclass feats. These feats let players dip into other archetypes and classes and it’s a much more elegant way to make modular characters than what’s currently available. Between this main use of a feat tree and the way Pathfinder 2e handles multiclassing in a similar manner, I hope the designers of One D&D are paying attention.

The first two cinematic adventures are Escape From New York and The Crow. Each one offers a similar structure: world information, at least one new unique class, mechanics focused on the specific world and a full adventure in the setting. On the one hand, the adventure takes up the majority of the page count in each volume, which means if you want the cool backgrounds, classes and other bits for your home game and aren’t a fan of the property, it can feel like you’re buying a lot of useless material. There’s some neat stuff in these mechanics and for a game built on character customization its always good to have more options. On the other hand, one of the best ways to get people into the hobby is to find their fandom and run a game based on that story. While I think I would have preferred more generic genre books with advice on how to run stories in urban fantasy or urban post-apocalypse, I also like that I can take this game to friends, find a movie they like and spin up a game with little prep to see if maybe we want to take Everyday Heroes out for the long haul.

If you want a more modular version of Fifth Edition centered on modern day adventures, Everyday Heroes is an excellent choice.
 

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Rob Wieland

Rob Wieland

R_J_K75

Legend
Yes, absolutely. It's part of the game, so we want everyone to be able to access it. There will be a PDF and Print version for sale when available. Backers will get it a bit earlier than others, just like with the core book.

We will also have an SRD eventually that will get updated with new material a little behind our publishing schedule.
Great, thank you.
 

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Weiley31

Legend
I read the preview for the Crow Cinematic Adventures on Drivethrurpg, and I must say, I'm REALLY digging what I saw with the Reborn class and the options that were allowed for the Spirit Companions. (That and Pacific Rim are going to be my MUST HAVE purchases for it).

Needless to say, I'm looking forward to Everyday Heroes' version of Urban Arcana.
 

Andras

Explorer
My main curiosity is, how do they handle supernatural abilities, and do they manage to made modern weaponry meaningful while also allowing melee weaponry to be viable?

Modern weapons are pretty abstracted but you basically get a 1d6, d8,d10 or better die per attack plus ability. That is basically the same as for melee, and one class has a bunch of bonus damage in melee. A burst does double damage but you fire at disadvantage. One of the melee classes does double damage with finesse weapons. I was gonna play one of those if we continued it.

We found that multiple characters using suppressive fire on a group a good tactic so you get 2-3 dice per target which would be better then taking individual shots.
 

Edits made. Apologies to @sigfried for misspelling your name, sir.

Something else occured to me after turning in the review. There's no driver class. Which is a good thing; I think class-based modern systems assume there must be a "vehicle person" class and then struggle to make them relevant outside of the vehicle. Here, there are a couple feats you can take to enhance driving stuff but the main focus is on outside the car.

Assuming those classes might come once you announce your Fast and Furious license, and that it would be in a similar manner where classes are spread out through the archetype, like a Quick Driver, a Wise Driver, and so on.
 

sigfried

Adventurer
Edits made. Apologies to @sigfried for misspelling your name, sir.

Something else occured to me after turning in the review. There's no driver class. Which is a good thing; I think class-based modern systems assume there must be a "vehicle person" class and then struggle to make them relevant outside of the vehicle. Here, there are a couple feats you can take to enhance driving stuff but the main focus is on outside the car.
Thanks kindly, my name is a tricky one, so no worries.

We did consider a driver class but decided it was too narrow for the core book. A lot of material/ideas got cut for that reason. We do have a driver-focused class in Escape from New York, both to honor the character Cabbie and because we have vehicle mods and a death-race style encounter in the adventure. It's still a pretty narrow class, but I felt like it fit into the book and that the game eventually needs at least one driver/pilot class. Of course, due to the way we do multiclassing, there are also feats to go with it so any hero can decide to pick up some driving specialization through it.
 



My big question is, how does it handle hit points and armour/AC? And how does it handle the constant modern genre tropes of knocking people out (particularly from ambush)? d20 Modern was not great at this, with the linear HP increase, and no ability to really handle KOs or the like.
 

Weiley31

Legend
My big question is, how does it handle hit points and armour/AC? And how does it handle the constant modern genre tropes of knocking people out (particularly from ambush)? d20 Modern was not great at this, with the linear HP increase, and no ability to really handle KOs or the like.
IIRC correctly, the Defense Calculation in Everyday Heroes pretty much works like this.

Your Defense Score is composed of what your Hero's main stat modifier is and your Hero's Defense score.

So, for a Smart hero the Defense calculation would be: 10+Intelligence Modifier+Smart Hero Defense Bonus Score.

Strong Hero Calculation would be: 10+Strength Modifier+Strong Hero Defense Bonus Score.

etc, etc, etc.

The Defense Bonus score for each class increases at certain levels.

As for KO's, I would assume it would follow the 5E concept of dealing Non-Lethal Damage when an enemy hits zero HP and is player choice.
 

sigfried

Adventurer
My big question is, how does it handle hit points and armour/AC? And how does it handle the constant modern genre tropes of knocking people out (particularly from ambush)? d20 Modern was not great at this, with the linear HP increase, and no ability to really handle KOs or the like.
Hit Points are pretty much like 5e.

AC (Defense in Everyday Heroes) is calculated differently (not based on armor) but functions the same way in play.

Personal armor (like a ballistic vest) is simulated with an Armor Saving Throw that happens if you are going to go to 0HP, and prevents the damage if successful. There is also a system of Armor Value vs Penetration Value to determine if a given defense works against a given attack. This system is also used for destroying objects and in the vehicle mechanics.

Knock-Outs are not simulated directly. You would have to take someone down to 0-hp to knock them out. There is a rule for choosing to KO someone instead of kill them, but you would have to take them to 0-HP. That's certainly doable in the right circumstances and 5e allows meaningful combat between lower-level enemies and higher-level players.
 

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