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<blockquote data-quote="The_Universe" data-source="post: 3207007" data-attributes="member: 8944"><p>Your listed factors aside, <em>Mutants and Masterminds</em> and <em>D20 Modern</em> are my two favorite modern RPG systems. I see, however, that you really don't like Modern. Adding <em>Grim Tales</em> to Modern really helps flesh out the game, in my experience (and the two rulesets are almost completely interchangeable). </p><p></p><p>Mutants and Masterminds does this better than Modern/Grim Tales, but there are no classes. It's all effect-based point buy, which can be a weird thing to grasp for someone used to the D&D-like model used by D20 Modern. Still, I think Modern/Grim Tales does this pretty well on its own, so if you like classes, you may just want to stick with what you got. </p><p></p><p>Mutants and Masterminds does this pretty well, too. However, the way it accomplishes the task is to make fewer skills apply to a larger number of possible tasks (and make feats/powers more modular). </p><p> With the caveat that truly realistic firearms rules, IMO, would be really un-fun, I have to admit that neither of my choice systems fit this category very well. Modern is closer to real life than M&M, but both are aiming at a cinematic and/or comic-book style combat than a real life gun-fight. Modern is KIND OF realistic, and M&M is REALLY unrealistic. If this is really what you want, you might be best off ignoring any advice that I can provide. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>In my experience, nearly any system can do this. It all depends on how many hits a "few hits" is to you. Mutants and Masterminds lets you degrade the PC's abilities in a minor way as they take damage (though they don't take damage with every "hit") while Modern does it with the hit point mechanic and the massive damage threshold. </p><p>Nothing to add here. Mutants and Masterminds and Modern are both reasonably complex, but not overly difficult. Both are a good deal less complicated than GURPS, since they rely on a more unified task resolution structure. Still, neither of my recommendations have good chase rules "out of the box" and that can be important in a modern game. That's one of many reasons why we add Grim Tales to Modern, and why we may add it to Mutants and Masterminds if we ever get that far. </p><p></p><p>GURPS, as you mention above, really tries to do modern well. I think it falls a little flat, and is unnecessarily complex. That said, the supplements are almost uniformly fantastic. My advice? Use GURPS for fluff and another system for crunch. </p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="The_Universe, post: 3207007, member: 8944"] Your listed factors aside, [I]Mutants and Masterminds[/I] and [I]D20 Modern[/I] are my two favorite modern RPG systems. I see, however, that you really don't like Modern. Adding [I]Grim Tales[/I] to Modern really helps flesh out the game, in my experience (and the two rulesets are almost completely interchangeable). Mutants and Masterminds does this better than Modern/Grim Tales, but there are no classes. It's all effect-based point buy, which can be a weird thing to grasp for someone used to the D&D-like model used by D20 Modern. Still, I think Modern/Grim Tales does this pretty well on its own, so if you like classes, you may just want to stick with what you got. Mutants and Masterminds does this pretty well, too. However, the way it accomplishes the task is to make fewer skills apply to a larger number of possible tasks (and make feats/powers more modular). With the caveat that truly realistic firearms rules, IMO, would be really un-fun, I have to admit that neither of my choice systems fit this category very well. Modern is closer to real life than M&M, but both are aiming at a cinematic and/or comic-book style combat than a real life gun-fight. Modern is KIND OF realistic, and M&M is REALLY unrealistic. If this is really what you want, you might be best off ignoring any advice that I can provide. :) In my experience, nearly any system can do this. It all depends on how many hits a "few hits" is to you. Mutants and Masterminds lets you degrade the PC's abilities in a minor way as they take damage (though they don't take damage with every "hit") while Modern does it with the hit point mechanic and the massive damage threshold. Nothing to add here. Mutants and Masterminds and Modern are both reasonably complex, but not overly difficult. Both are a good deal less complicated than GURPS, since they rely on a more unified task resolution structure. Still, neither of my recommendations have good chase rules "out of the box" and that can be important in a modern game. That's one of many reasons why we add Grim Tales to Modern, and why we may add it to Mutants and Masterminds if we ever get that far. GURPS, as you mention above, really tries to do modern well. I think it falls a little flat, and is unnecessarily complex. That said, the supplements are almost uniformly fantastic. My advice? Use GURPS for fluff and another system for crunch. Hope that helps! [/QUOTE]
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