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<blockquote data-quote="wingsandsword" data-source="post: 2065483" data-attributes="member: 14159"><p>People here have struck on my biggest problem with the Spycraft RPG, it's "Collectable RPG" model.</p><p></p><p>I bought the original Spycraft book when it came out because the idea of a cinematic espionage/technothriller RPG sounded really cool, and it used d20 so it was based on some rules that I knew already worked well.</p><p></p><p>But then I realized how incomplete the core rules were. There were no "NPC" classes for henchmen and goons, no prestige classes for special niches, no real options for playing martial artists/ninjas, scientists, scholars. How would you write up Jack Ryan with just the core book? Not to mention that if you didn't already know firearms well, the stats for guns were practically useless (grouping them by purely technical specifications with no real descriptions).</p><p></p><p>Then they started to come out with sourcebooks to fill in the gaps. One sourcebook for scientists/scholars, another for martial artists, another for psychics, another for this, another for that. I realized I'd have to outlay a significant amount of money just to get what I thought should be the "core" rules. I felt like I had to collect all the various rulebooks just to get a single bit of rules from each one that I would need, and I wasn't going to spend $20 just to get one class I wanted or one mechanic I liked.</p><p></p><p>The end result being that I use d20 Modern for espionage/technothriller games, and I just swap in some feats and equipment and miscellaneous rules from Spycraft (like the Budget/Gadget point system).</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2065483, member: 14159"] People here have struck on my biggest problem with the Spycraft RPG, it's "Collectable RPG" model. I bought the original Spycraft book when it came out because the idea of a cinematic espionage/technothriller RPG sounded really cool, and it used d20 so it was based on some rules that I knew already worked well. But then I realized how incomplete the core rules were. There were no "NPC" classes for henchmen and goons, no prestige classes for special niches, no real options for playing martial artists/ninjas, scientists, scholars. How would you write up Jack Ryan with just the core book? Not to mention that if you didn't already know firearms well, the stats for guns were practically useless (grouping them by purely technical specifications with no real descriptions). Then they started to come out with sourcebooks to fill in the gaps. One sourcebook for scientists/scholars, another for martial artists, another for psychics, another for this, another for that. I realized I'd have to outlay a significant amount of money just to get what I thought should be the "core" rules. I felt like I had to collect all the various rulebooks just to get a single bit of rules from each one that I would need, and I wasn't going to spend $20 just to get one class I wanted or one mechanic I liked. The end result being that I use d20 Modern for espionage/technothriller games, and I just swap in some feats and equipment and miscellaneous rules from Spycraft (like the Budget/Gadget point system). [/QUOTE]
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