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d20 modern Failed...why? (or did it?)
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<blockquote data-quote="Darrin Drader" data-source="post: 4690660" data-attributes="member: 7394"><p>I really dug D20 Modern when it came out, and I did a bit of design work for it (one of the D20 Future web enhancements as well as about a third of D20 Apocalypse). Rather than go into a lengthy analysis, much of which has already been covered in this thread, I'll just list the positives and negatives.</p><p></p><p>Positives:</p><p>* Designed to make it easy for GMs to make their own settings.</p><p>* Good rules for modern combat and equipment.</p><p>* Lots of good setting concepts.</p><p></p><p>Negatives:</p><p>* The class system. Making NPCs is painful, and given the fact that character generators are few and far between, there's no easy way to make the NPCs you need.</p><p>* The art. I don't feel that comic book type art was the best way to go, particularly when they have access to so many artists who can be both more realistic and more stylized.</p><p>* Almost all of the official settings depended upon magic or psionics. This is fine, though many people wanted no magic and more military or espionage.</p><p>* Definitely a victim of rules bloat.</p><p></p><p>The other thing I'll say is that I actually ran D20 Modern for quite a while. I decided to pull the plug on it when True20 came along and solved the problem of rules bloat and NPC creation. True20 has become my GURPS, and it works pretty well with the Modern materials that are available. It needs a little converting, but the limited conversion is still easier than creating new NPCs.</p><p></p><p>I'd also like to mention that I think Modern20 solves a lot of the cons mentioned as well. The only reason True20 gets support over Modern20 in my games is because I was using it first. I prefer hit points to making a Toughness save, but then I like using the ability modifiers instead of the 3-18 score with modifiers.</p><p></p><p>I'm looking forward to seeing what Skarka does with the Odyssey system. I'll definitely be checking it out.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4690660, member: 7394"] I really dug D20 Modern when it came out, and I did a bit of design work for it (one of the D20 Future web enhancements as well as about a third of D20 Apocalypse). Rather than go into a lengthy analysis, much of which has already been covered in this thread, I'll just list the positives and negatives. Positives: * Designed to make it easy for GMs to make their own settings. * Good rules for modern combat and equipment. * Lots of good setting concepts. Negatives: * The class system. Making NPCs is painful, and given the fact that character generators are few and far between, there's no easy way to make the NPCs you need. * The art. I don't feel that comic book type art was the best way to go, particularly when they have access to so many artists who can be both more realistic and more stylized. * Almost all of the official settings depended upon magic or psionics. This is fine, though many people wanted no magic and more military or espionage. * Definitely a victim of rules bloat. The other thing I'll say is that I actually ran D20 Modern for quite a while. I decided to pull the plug on it when True20 came along and solved the problem of rules bloat and NPC creation. True20 has become my GURPS, and it works pretty well with the Modern materials that are available. It needs a little converting, but the limited conversion is still easier than creating new NPCs. I'd also like to mention that I think Modern20 solves a lot of the cons mentioned as well. The only reason True20 gets support over Modern20 in my games is because I was using it first. I prefer hit points to making a Toughness save, but then I like using the ability modifiers instead of the 3-18 score with modifiers. I'm looking forward to seeing what Skarka does with the Odyssey system. I'll definitely be checking it out. [/QUOTE]
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