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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2098571" data-attributes="member: 12332"><p>I think we love Modern because there IS so much stuff to do outside of combat. I'm so used to doing stuff outside of combat I get frustrated with D&D anymore because my dwarven cleric has THREE skill points every level. Oi. I find myself seeing how much interesting stuff I can eek out of rogues and bards. I'm currently playing a dwarven bard with absolutely no "Interaction" skills. All crafts, appraise, etc. The other players call my recent characters "PC-Lite" and "NearPC". If it weren't for the fact that combat is a major part of D&D I'd probably opt to play an Expert. </p><p></p><p>But running Modern, I love mysteries and investigations. I can whip open an atlas and start plinking in cities online, seeing what information I can turn up. In about ten minutes of searching, I can have maps printed, know where critical businesses are, and start plotting out the locations of things I need to add. One of my players is a geography major who is very interested in population trends, and lately he'll take the map of a city and start plotting out where he thinks critical investigation elements might be. ("Hrm, this would be the industrial area of town, if we avoid that and concentrate our search in this area we should ...")</p><p></p><p>Battle is ... I'm not sure. High-Level D&D can be COMPLEX, but not the kind of complex that I overly like. I remember one D&D battle where I had a PC Held, Blind, Panicked, and swirling around in an Air Elemental's whirlwind. I think he had another status effect or two on as well. It can just get ridonkulous like that. The sorceror is casting fireball, fireball, fireball; the cleric is buffing friends and debuffing enemies ... and THEN some genius tosses a burst Dispell and we get to roll caster level checks for five minutes.</p><p></p><p>I agree with all the above posters' comments about battle in Modern. It can be alot of fun. Played Urban Arcana recently: Had an Azer arsonist with a flame thrower setting fire to buildings. He was stirring up clouds of thick acrid smoke from burning boxes of computer parts (Fort saves and miss chances). His buddy was firing from one side. The dwarf of the party started trying to chase him down ... stubby legs are no match for a Fast hero. Diving around corners, doding arcs of flame. My goody-goody character calling out for people to drop their weapons. And, in the end, pulling the unconcious Azer out of a burning building for patching up and questioning. </p><p></p><p>I love the realistic reactions: When the Hoffmann Institute tells them to investigate and Do Not Engage ... they pull out before they get seen. When the mission calls for investigation and doesn't have any orders on engagements, they'd often rather have a fighting retreat than try to engage and destroy. And then, sometimes, there are things that just have to be stopped ...</p><p></p><p>I've even had problems getting them to go into combat. I remember one mission where I told them to figure out what was going on with a missing individual and some research in a far-rural area. They got there, went to a neighbor's house, were attacked by something, got in the van, and said they were leaving.</p><p></p><p>"But you haven't gotten to the core of it."</p><p>"There was a PLANT animating that guy ... it was in his SKULL. There were more germinating in there. We investigated it. Call White Division. Greenhouse Zombies."</p><p></p><p>I had a guy who could cast CoC spells pretty much at will, who never did because bleeding from the eyes to accomplish what a handgun could do better didn't appeal to him. Way to go player. (I know people in D&D who would probably drop themselves to 1 Str if it meant casting Fireball once a round for no other reason than to be "doing damage too".) Something about a Modern character that people can feel for more. D&D players figure their characters walk around town with a sword drawn and plate mail on. Modern players know they're not going to walk around strapped with machine guns and Forced Entry Units. They know they probably can't even get away with Undercover Shirts unless they're expecting to go into a violent situation ... and the guns? The guns are in a lock box in the van. </p><p></p><p>--fje</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2098571, member: 12332"] I think we love Modern because there IS so much stuff to do outside of combat. I'm so used to doing stuff outside of combat I get frustrated with D&D anymore because my dwarven cleric has THREE skill points every level. Oi. I find myself seeing how much interesting stuff I can eek out of rogues and bards. I'm currently playing a dwarven bard with absolutely no "Interaction" skills. All crafts, appraise, etc. The other players call my recent characters "PC-Lite" and "NearPC". If it weren't for the fact that combat is a major part of D&D I'd probably opt to play an Expert. But running Modern, I love mysteries and investigations. I can whip open an atlas and start plinking in cities online, seeing what information I can turn up. In about ten minutes of searching, I can have maps printed, know where critical businesses are, and start plotting out the locations of things I need to add. One of my players is a geography major who is very interested in population trends, and lately he'll take the map of a city and start plotting out where he thinks critical investigation elements might be. ("Hrm, this would be the industrial area of town, if we avoid that and concentrate our search in this area we should ...") Battle is ... I'm not sure. High-Level D&D can be COMPLEX, but not the kind of complex that I overly like. I remember one D&D battle where I had a PC Held, Blind, Panicked, and swirling around in an Air Elemental's whirlwind. I think he had another status effect or two on as well. It can just get ridonkulous like that. The sorceror is casting fireball, fireball, fireball; the cleric is buffing friends and debuffing enemies ... and THEN some genius tosses a burst Dispell and we get to roll caster level checks for five minutes. I agree with all the above posters' comments about battle in Modern. It can be alot of fun. Played Urban Arcana recently: Had an Azer arsonist with a flame thrower setting fire to buildings. He was stirring up clouds of thick acrid smoke from burning boxes of computer parts (Fort saves and miss chances). His buddy was firing from one side. The dwarf of the party started trying to chase him down ... stubby legs are no match for a Fast hero. Diving around corners, doding arcs of flame. My goody-goody character calling out for people to drop their weapons. And, in the end, pulling the unconcious Azer out of a burning building for patching up and questioning. I love the realistic reactions: When the Hoffmann Institute tells them to investigate and Do Not Engage ... they pull out before they get seen. When the mission calls for investigation and doesn't have any orders on engagements, they'd often rather have a fighting retreat than try to engage and destroy. And then, sometimes, there are things that just have to be stopped ... I've even had problems getting them to go into combat. I remember one mission where I told them to figure out what was going on with a missing individual and some research in a far-rural area. They got there, went to a neighbor's house, were attacked by something, got in the van, and said they were leaving. "But you haven't gotten to the core of it." "There was a PLANT animating that guy ... it was in his SKULL. There were more germinating in there. We investigated it. Call White Division. Greenhouse Zombies." I had a guy who could cast CoC spells pretty much at will, who never did because bleeding from the eyes to accomplish what a handgun could do better didn't appeal to him. Way to go player. (I know people in D&D who would probably drop themselves to 1 Str if it meant casting Fireball once a round for no other reason than to be "doing damage too".) Something about a Modern character that people can feel for more. D&D players figure their characters walk around town with a sword drawn and plate mail on. Modern players know they're not going to walk around strapped with machine guns and Forced Entry Units. They know they probably can't even get away with Undercover Shirts unless they're expecting to go into a violent situation ... and the guns? The guns are in a lock box in the van. --fje --fje [/QUOTE]
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