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Changing the rules (d20 Modern)
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<blockquote data-quote="Psion" data-source="post: 3596818" data-attributes="member: 172"><p>The first thing I <em>did</em> change was nonlethal damage and autofire rules.</p><p></p><p></p><p></p><p>That's a bit of a tricky question. As you may well know, I don't use D20 Modern for all of my modern gaming needs; for most purposes, that game would be Spycraft 2.0.</p><p></p><p>That said, the niche that it lives in for me is</p><p>1) supernatural modern gaming</p><p>2) "everyman" gaming, and</p><p>3) substrate for third party support</p><p></p><p>#3 suggests keep most stuff the same for consistency's sake to keep it compatible with what's out there. Of course, if you are soliciting ways to change the system, that might be the last answer you want to hear. <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></p><p>#1 isn't hard to shuffle things around, beyond saying "keep magic rules". Which set of magic rules is another matter; new magic systems for D20 modern is fine with me.</p><p></p><p>#2 suggests keeping the existing occupation/class structure. That is, separate occupation from class characteristics and keep class meaningful and "personality" related. This allows me to make everyone the same or similar profession but make the most fundamental differences defined at the class level.</p><p></p><p>I'd also say, I don't want fewer base classes OR base classes that are more general. After making a dozen or so characters for GenCon I can say that the decision space in D20 Modern chargen is nearly too big as it is. There is a certain elegance in being able to pick a class and have that class choice do most of the work for you. I feel that's what games like True20 and (in that it nixes advanced classes) Grim Tales lose compared to D20 Modern.</p><p></p><p>By corollary, this means I sort of disagree with Roudi. D20 Modern gives you the flexibility of deciding between high choice and "subscription model" classes (base vs. advanced) and that's a <em>good thing</em>[TM].</p><p></p><p>Not that I don't think that advanced classes can't provide some choice... I love the Blood & Fists classes. But to be fair, one of my players was bowled over by the decision space of the Martial Arts Master and settled with a martial artist. Which just goes further to show the advantage of providing <em>both</em> flexible and subscription style classes.</p></blockquote><p></p>
[QUOTE="Psion, post: 3596818, member: 172"] The first thing I [i]did[/i] change was nonlethal damage and autofire rules. That's a bit of a tricky question. As you may well know, I don't use D20 Modern for all of my modern gaming needs; for most purposes, that game would be Spycraft 2.0. That said, the niche that it lives in for me is 1) supernatural modern gaming 2) "everyman" gaming, and 3) substrate for third party support #3 suggests keep most stuff the same for consistency's sake to keep it compatible with what's out there. Of course, if you are soliciting ways to change the system, that might be the last answer you want to hear. :) #1 isn't hard to shuffle things around, beyond saying "keep magic rules". Which set of magic rules is another matter; new magic systems for D20 modern is fine with me. #2 suggests keeping the existing occupation/class structure. That is, separate occupation from class characteristics and keep class meaningful and "personality" related. This allows me to make everyone the same or similar profession but make the most fundamental differences defined at the class level. I'd also say, I don't want fewer base classes OR base classes that are more general. After making a dozen or so characters for GenCon I can say that the decision space in D20 Modern chargen is nearly too big as it is. There is a certain elegance in being able to pick a class and have that class choice do most of the work for you. I feel that's what games like True20 and (in that it nixes advanced classes) Grim Tales lose compared to D20 Modern. By corollary, this means I sort of disagree with Roudi. D20 Modern gives you the flexibility of deciding between high choice and "subscription model" classes (base vs. advanced) and that's a [i]good thing[/i][TM]. Not that I don't think that advanced classes can't provide some choice... I love the Blood & Fists classes. But to be fair, one of my players was bowled over by the decision space of the Martial Arts Master and settled with a martial artist. Which just goes further to show the advantage of providing [i]both[/i] flexible and subscription style classes. [/QUOTE]
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