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Changing the rules (d20 Modern)

While I own (and like) Grim Tales, I go with True20. Modern, Scifi, Fantasy, Horror, et al, True20 does it all (except superheroes, but then again Muntants and Masterminds is True20 for superheroes and I have that as well).
 

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Keep: Base Classes. Love 'em, Love 'em. Love 'em.

Change: Nonlethal damage. Change it to the 3.5 rule (accumulate nonlethal damage; if nonlethal > current hit points, you're unconscious).
 

There are a few things that I would change. The top of my list would be to replace the fx Rules. However, that would require two changes:

1) Elements of Magic: Mythic Earth (EN Publishing) : replaces the official magic fx
2) Psychic's Handbook (Green Ronin): replaces the psionics fx


After that:
1. Remove Hit Points: Go with True20 Save
2) Armor: make it DR
3) Advanced Classes: use talent trees as choice is good
4) Autofire rules
5) Martial Arts: Make Blood and Fists (RPGObjects) a part of core
6) add HeapThamaturgist' quick NPC generation for GMs
7) add a good chase system (I still need to check out Hot Pursuit)
8) redo the character interaction (I still need to check out Skill Focus: Talking)
9) add rules for high school heroes (I still need to check out Modern High)

As for my must keep: The basic classes
 

Aussiegamer said:
quick side note: What about melee attacks? unlimited or same -2 rule?

We left melee attacks as written. We figured someone at high level would be likely get more successful strikes when compared to a low level combatant.

The other effects of our firearm system was that uncovered mid/high level characters charging at a low level thugs with a katana were likely to be cut down with gunfire
 

Roudi said:
broghammerj - I am intrigued by your ideas and wish to subscribe to your newsletter.

I like the fact that you just plain leave some things to the GM. The way things ought to be, I think.

I could send you a copy of our rules via email if interested....although I think you are more referencing our GM decision making.

Trust is what you get in our group. We've gamed for a long time together and have a general understanding. There is a lot of give and take between us. If the GM makes a decision contradictery to his previous decision we as players give him a gentle reminder. Usually he says, "Oh yeah. I remember" and fixes the decision. But we also know it is his decision to make and that it's final.

The other thing we do as players is help him run the game. We are very "self-policing" if you will. If a player tries something that contradicts the rules, he is more likely to get called out by a fellow player rather than the GM. We also remind the GM of special abilities, defenses, etc that an encounter may have to use against us.

Overall, we strive for consistent and fun gameplay. I realize my text may seem rule-lawyerish but thats not how it comes off in practice.
 
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I'd keep the classes, love them.

I'd change the modern weaponry mechanics.

I hate the way armored vehicles are handled, think the ranges are ridiculously short, and that the firearm rules all put together are total garbage.

But that's the same rant you guys have heard from me since d20 Modern was in playtest.
 

I forgot to nix WEALTH! Not to start up the old debate again....but the system is clunky and arbitrary.


Chuck,

What changes would you like to see in the ruleset?
 

One thing I thought would be interesting would be an expanded background system, similar to Mechwarrior 3rd edition, but not as indepth. I like the occupations, but I think that you could diffferentiate between skill and feats learned while your growning up and skill and feats learned from your occupation.



Salcor
 


Salcor said:
One thing I thought would be interesting would be an expanded background system, similar to Mechwarrior 3rd edition, but not as indepth.

That reminds of another change I would want...

Chuck, I would definitely make your drawbacks (as in modern drawbacks or Haven D20) standard. :)
 

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