Best Modern Game System


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Thanks all, some great options there... especially a lot of obscure stuff I wasn't familiar with.

I will be running a "Men in Black" campaign setting based off the movies -- with all the corniness included -- so I guess the setting can be adapted for a little less than "realistic" set of firearms rules :)

I have been running a post-apocalyptic setting where the party (a group of soldiers) was thrown forward in time 150 years, only to find that their world had been nearly decimated by a world war. (Oddly enough a lot of the things that I scripted over 2.5 years ago that led to the world war are actually happening in the real world... if China reclaims dominance over Taiwan, reverting its government to a communist state any time soon, well lets just say I'm building a bomb shelter :)

I do like d20's character customibility, although I do prefer a point based build system like GURPS. I'm surprised that D&D hasn't gone to something similar -- after all it seems silly that they keep adding new base classes and prestige classes to the system just for the sake of giving the character a few different "talents". This is where I think Grim Tales was heading in the right direction by just saying that at every 2nd level you get a pick of a talent. I'd rather see talent selection limited by pre-requisites, than by a class type through -- this way you could just eliminate the class system. It wouldn't be a point buy system, but would be fully customizable -- and that would be just as good.

In my post-apoc campaign, I executed a total party kill by running forward 10 lvl 4 barbarian mutants. The PC's were all lvl 8, and were built from RPO's Blood & Guts soldiers options (I threw in a few bonus feats to boot, not to mention a generous 32 point attribute point buy). Quite frankly, the PC's were designed to kick butt! The mutants took a round of gun fire, but with a full round of running and a charge attack, (closing from over 200') they laid waste to the party due to their high strength bonuses. (In a properly designed firearms ruleset, the mutants would have been riddled to death with bullets from automatic rifle fire by about the 100' mark).

That was the second adventure, and no one had any interest in playing the d20 modern ruleset after that. One of the players is an active soldier and he was really shaking his head.

I was considering chopping up the traditional 6 second combat round into further segments to account for firearm discharge -- but I was concerned how it would mesh with the other combat system mechanics so I instead decided to add in a few of my own house rules to enhance gun play -- which the players have been fairly satisfied with so far, despite it also meaning that they get shot up pretty good too :)

In summary, I don't mind the d20 system, but I find it lacking in combat mechanics when melee and firearms combat are intermixed. A few house rules can fix it, but I'd rather spend more time creating setting/adventure info than tailoring house rules.

One of the elements I liked from Classic Deadlands was how they handled wounds -- specifically hit location and the ability to make called shots. Such a system would probably be too deadly in a modern scenario though.

On a side note: RPO's Blood & Guts supplements are a great option for a military campaign!

Anyways, thanks to listening to my general ramblings, and thanks a lot for all the suggestions, looks like a trip to my local game store is in order.
 
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Kor said:
I was just wondering if a few people might be willing to express their opinions about which game system they feel best supports a Modern campaign system?

Might get some loaded answers :D , like from me ;)

I have run a couple d20 modern campaigns, and both I and my 2 groups of players unanimously agree that there must be something out there that better supports roleplaying in the modern world.
I agree and made my own.....

What I would like to see in a modern game system is the following:
- tailorability of characters (unique characters -- such as through the use of edges/feats/advantages/classes/achetypes
Nexus allows you to design what you want, as there is only the 6 basic classes and some specialised classes.

No cross class skills lists
All feats accessible by all classes (thus that strong rogue type is allowed without being cross classed in fast and strong.)

- a comprehensive skill list
Still building more skills, started with modern added future and then added some past type skills. If you have some ideas then they could be added as well :D

looking to allow for increased movement when running, a flight skills

- realistic-as-possible firearms rules

Burst weapons do lots of damage
Normal weapons do damage

Armour deflects and absorbs

A wound system that makes you as a player aware of getting hit

- balanced character health system -- can take a few hits without dying, yet the fear of being shot is always a concern.

I kept with HP, but used the basic idea of Massive damage from modern. It is more than save v -1hp though.

I have play tested the personal combat and its fun and simple and works.

- a balance between simple and complex rules. (ie: Savage Worlds setting is a little too simple of a ruleset for us).

yep

I like to complex in the building but simple in the doing.

So the players will have 15 body points they can strap armour too and 15 areas they can be hit.

only 3 levels of AC for the differing points, so not too complaex there.

Armour and weapons are built from a common base and thus allows you the GM to build more than whats in a book, and the players to wear hide armour legs and poly-kevlar torso and a steel helm.

I would appreciate all modern gaming system suggestions people may have.

Thanks.

Hope you come over and have a look.

If you do, please comment on what you do read.

As I am still in the process of designing it, and thus your input will help.
 

My preferred systems for a modern campaign would be: HERO, Mutants & Masterminds, D20 Modern, Spycraft 2.0.

While I don't like the details of the system, I do agree that GURPS would also be a good choice for such a campaign.
 

I have to throw up ALTERNITY as a Good modern game system.

- tailor ability of characters (unique characters -- such as through the use of edges/feats/advantages/classes/archetypes

Check- Because all of a a characters abilitys are skill/point based

- a comprehensive skill list -

Check- Everything from Armor Operations to Stamina to Ranged Weapons to Knowledge, to Administration, to Leadership

- realistic-as-possible firearms rules

I have no Firearms knowledge, but i do know that a three-round burst from 7.62mm rifle will drop an average human .

- balanced character health system -- can take a few hits without dying, yet the fear of being shot is always a concern.

That- Alternity does have. A Crit from a fire-arm will ether cripple or kill an average person, and like I said above, three round from a 7.62 will drop someone.

- a balance between simple and complex rules. (ie: Savage Worlds setting is a little too simple of a ruleset for us).

Alternity can be very simple or complex, depedning on how hard the DM wants to Work.
 

Oh, if you must run a D20 modern game, you should probably add Ultramodern Firearms D20 to your collection- it adds nicely to WotC's D20 Modern arsenal sourcebook.
 


Dannyalcatraz said:
Oh, if you must run a D20 modern game, you should probably add Ultramodern Firearms D20 to your collection- it adds nicely to WotC's D20 Modern arsenal sourcebook.

"modern arsenal"? are you refering to weapons locker? if so, those two books seems to cover much the same stuff (going so far as to stat the same guns allmost the same). with the primary difference being some feats and ammo rules (i have browsed both but do not own any of them).
 

I would say that with what you are looking for, Spycraft 2.0 might be the best choice. The only real question is it being too complicated, and in practice, the book looks much worse than it actually is in practice.

Specifically, the firearms rules are somewhat more realistic. More detailed, anyway. Guns damage varies from caliber to caliber (not just broad classes), certain guns have special effects (like heavier calibers can knock people down).

Similarly, instead of straight hit points, it uses the VP/WP system, and armor actually stops damage, not increases the armor class.

It also has something of a "mook" system, where ordinary bad guys die much easier than major villains. (The system is a bit abstract, and somewhat confusing at first, though)

The skill system is quite nice (basically the d20 skill system, but they sort of both streamline the skills, and list just about every possible use for the skills). And has a wide range of feats and feat trees, and has something like 12 base classes and 18 advanced


So might also try the D6 System, which is my personal favorite. It's more of a rules light system though, and definitely not realistic. OTOH, there was an official Men in Black RPG for it (though not a great one), so thought it worth mentioning.
 

Unfortunately there isn't a system that nails down each of your items perfectly. Otherwise we'd all be playing it.

Personally I like Cyberpunk 2020 for the modern combat firefight rules. Very realistic and very deadly. It takes into account shock from taking damage. One lucky shot can take you out of the combat. If your players want that kind of realism then Cyberpunk may be your game.

I like Twilight:2000 as well. However, with weapon ranges being what they are your players may not be too happy when a PC gets picked off by a sniper and have no idea where the shot came from.

Realistic modern combat doesn't often make for the best system due to the lethality. As technology has progressed so has the ability to take life.
 

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