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<blockquote data-quote="Derro" data-source="post: 4701800" data-attributes="member: 51010"><p>This is the meat of it right here. 4e's underlying unified systems would make a perfectly serviceable framework for a modern game. The trappings of D&D like race, class, and escalating magical power are easy enough to pare away or re-skin. If the game is designed from the floor up instead of peeling away existing layers it is a very different animal. If a modern game was designed with the same focus of purpose as D&D it would probably work quite well. </p><p></p><p>Mystery and investigation are staples of modern games. A Skill Challenge system re-purposed and fleshed out to make that more engaging would be a good bet. Something akin to the Gumshoe stuff.</p><p></p><p>Race could be re-skinned as Origin and related to culture and profession instead of genotype. </p><p></p><p>I think roles and classes would need to be revisited entirely. Give role a more functional effect and divorce class from role. I like the three pronged approach True20 takes. Combat guy, skills guy, special effect guy. The original d20 Modern had an interesting class concept but one that proved to be both too abstract and too confining.</p><p></p><p>Since powers, as opposed to feats or talents, are the core of new classes offer a common set with ability score pre-requisites and specialized sets related to role and class. Feats could remain essentially the same, providing refinement rather than brand new abilities.</p><p></p><p>Gear escalation and tiered levels of power are not even an issue. The original tried to address this with Action Points and bonus dice. A more consistent approach is to give a flat bonus at particular levels like every 5th or so. As long as the math stays relatively consistent it doesn't matter what you call it.</p><p></p><p>I think the key is build instead of strip away. When 3.0 came out and there were stabs at a modern version most of it was pretty poor. Some of the supers stuff was atrocious. The exemplars of modern d20 games, Spycraft, Mutants & Masterminds, and True20, weren't published until after WotC released the first edition of Star Wars d20 which was there first crack at a modern game. Well, Star Wars modern anyway.</p><p></p><p>I'm not a fan of 4e. Subsequently I don't care much for 3e either anymore. But I would still look at a modern version of 4e. I think the core principles of the system are solid enough to power a game that is crunchy and fast paced and that is the epitome of modern games to me.</p></blockquote><p></p>
[QUOTE="Derro, post: 4701800, member: 51010"] This is the meat of it right here. 4e's underlying unified systems would make a perfectly serviceable framework for a modern game. The trappings of D&D like race, class, and escalating magical power are easy enough to pare away or re-skin. If the game is designed from the floor up instead of peeling away existing layers it is a very different animal. If a modern game was designed with the same focus of purpose as D&D it would probably work quite well. Mystery and investigation are staples of modern games. A Skill Challenge system re-purposed and fleshed out to make that more engaging would be a good bet. Something akin to the Gumshoe stuff. Race could be re-skinned as Origin and related to culture and profession instead of genotype. I think roles and classes would need to be revisited entirely. Give role a more functional effect and divorce class from role. I like the three pronged approach True20 takes. Combat guy, skills guy, special effect guy. The original d20 Modern had an interesting class concept but one that proved to be both too abstract and too confining. Since powers, as opposed to feats or talents, are the core of new classes offer a common set with ability score pre-requisites and specialized sets related to role and class. Feats could remain essentially the same, providing refinement rather than brand new abilities. Gear escalation and tiered levels of power are not even an issue. The original tried to address this with Action Points and bonus dice. A more consistent approach is to give a flat bonus at particular levels like every 5th or so. As long as the math stays relatively consistent it doesn't matter what you call it. I think the key is build instead of strip away. When 3.0 came out and there were stabs at a modern version most of it was pretty poor. Some of the supers stuff was atrocious. The exemplars of modern d20 games, Spycraft, Mutants & Masterminds, and True20, weren't published until after WotC released the first edition of Star Wars d20 which was there first crack at a modern game. Well, Star Wars modern anyway. I'm not a fan of 4e. Subsequently I don't care much for 3e either anymore. But I would still look at a modern version of 4e. I think the core principles of the system are solid enough to power a game that is crunchy and fast paced and that is the epitome of modern games to me. [/QUOTE]
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