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    Mutants & Masterminds?

    The thing about Mutants & Masterminds is that yes, it costs a lot for a fairly small book. BUT... 1. It's all in color. 2. It's a good, solid book. 3. Unlike larger books (like the Player's Handbook and even, I'm sure, d20 Modern), no splatbooks are needed. The game includes absolutely...
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    d20 Modern and Spycraft

    I agree that someone couldn't write SPYCRAFT stuff. However, I did some checking. Did you know that the Farscape RPG, which uses the Spycraft rules as far as combat and stuff goes, designated the entire mechanics chapter as Open Game Content?
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    Does gaming slow down from Nov 15- Jan1?

    Generally speaking, I've noticed that my games slow down because a couple of our players are in college and they go home for the holidays. Plus, Thanksgiving, Chanukah, Christmas, and other holidays crop up, so there generally isn't the time to play.
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    D20 modern worth it?

    Is it? I thought Dragonstar proved that the Players' Handbook handles exactly this kind of game perfectly adequately. That being said, if this is what d20-Modern is best at, what is the point to buying it if I've got it already in my D&D library?
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    D20 modern worth it?

    Don't get me wrong. I think the *best* part about d20 modern is that WotC took a generic approach to the game. Then again, I'm also a big fan of GURPS, HERO, and BESM, so I like multiplatform systems. I admit that there have been some changes and additions to the game rules. You've mentioned...
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    Mutants & Masterminds Quirks

    The only think I have been able to think of with Protection is to drop the cost on it but make it provide only a fraction of its power level in protection. It kind of nerfs the power though.
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    D20 modern worth it?

    Well. OK. What, exactly, has changed? I'm not talking about new classes (most of them suck), feats, and such. I am talking about fundamental aspects of the game system that makes the game better suited to modern-era roleplaying. I agree that there are some updates to the system that streamline...
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    D20 modern worth it?

    OK. Lemme clarify. d20 Modern is good for playing any kind of "D&D with Guns" style RPG. But that's the point. So was the original d20 system. We have Dragonstar, Weird Wars, Sidewinder, Four Color to Fantasy, Call of Cthulhu, and Star Wars. Quite obviously, d20 was perfectly capable of...
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    D20 modern worth it?

    Yes and no. As we've seen with games like Mutants & Masterminds, you can have a LOT of variation under the OGL. It is, however, the definition of a "d20" game. All I'm saying is that "d20 modern" is nothing impressive. IMO, it doesn't justify a book of its size. So little has changed between...
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    How a DM can counter cheesy PC tactics w/o using cheesy DM tactics.

    Generally, the rule we use is that a rogue can make one sneak attack per round, period. This is generally enough to keep him in line. He still hits hard, but he isn't effectively launching a fireball with every hit. There are also other ways to deal with the stiuation. If your party's whole...
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    Mutants & Masterminds Quirks

    So I've been flipping through my copy of M&M. While I think that it's by far the best implementation of the d20 system to date and a really good game, it's got two quirks that sort of irk me. I was wondering if anyone out there had a solution. 1. The Protection power is kind of overpowering. If...
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    d20 Modern and Spycraft

    Ummm... technically, that isn't true anymore. Disparaging comments about GURPS aside, this is a good point. However, I noticed something recently. AEG has been using their Spycraft system in other games (ie Farscape) and according to the OGL in the Farscape RPG, has completely opened up the...
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    [d20 Modern] Abrams tank cannon...150 ft!!!???!!!

    That isn't the point. The point is that the 150' range increment is inaccurate to the point of absurdity.
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    D20 modern worth it?

    I hate to say it, but no, I don't think so. If d20-Modern was going to actually do anything new or innovative, I might have picked it up. However, it hasn't. First of all, calling it a "modern-day" RPG is somewhat of a misnomer. That implies that the system is a multigenre system that supports...
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    The Level of Roleplaying in a Game

    Docking XP is never a good idea. It will just make people upset. One way to encourage RP is to shift the focus of your game away from combat. The Challenge Rating system doesn't require PC's to fight in an encounter to gain EXP. If you design your games so that the problems can't be solved...
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    Sultans of Smack

    Rogue Scroll Smack I had submitted this character for use in the Chicago Gameday's 10th level Free-for-All Brawl. Unfortunatelly, I got sick that weekend and couldn't make it. The idea was to make a 10th level character and duke it out with the other PC's. We had 49000 GP to spend. Last man...
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    What would you characterise as your primary style of playing D&D?

    I've been all over the map on this one. My length record is hmm... about 9 or 10 years. Average has been about 1-3.
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    Mutants and Masterminds! (Quickie Review)

    M&M is both. The system is solid (I think better than d20, but that's just me), and well-thought-out. The Power Levels allow a GM to keep the players in line by setting maxima for certain important characteristics like BAB, but you can toss it if you want to allow characters like Batman who are...
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    Mutants and Masterminds! (Quickie Review)

    The main problem SAS had is that it called itself a d20 game rather than merely using the OGL like M&M. SAS takes liberties with the system that are more extreme than, say, the ones Spycraft took, so it lacks the "system compatibility" that putting the d20 logo (as opposed to publishing under...
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    Mutants and Masterminds! (Quickie Review)

    I would say that while it isn't quite as comprehensive as HERO, the game is a LOT faster because it still uses the basic d20 combat mechanics, instead of the Speed and Phases that can really bog down a HERO game. It's got about 100 sample powers and a pretty good system for designing new ones...
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