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D20 Modern is out!
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<blockquote data-quote="mythusmage" data-source="post: 452108" data-attributes="member: 571"><p><strong>Re: D20 Modern Versatility</strong></p><p></p><p></p><p></p><p>I did notice that. Now to get a copy that has pictures.<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>Where the rules are concerned, the official d20 Modern rules are found in the core rules themselves. <em>Shadowchasers</em> was a special preview, the rest special cases.</p><p></p><p>Where Action Points are concerned: The PC gets so many every time he advances a level. The number he gets has to last him until he reaches the next level. An Action Point can be used either to improve a skill attempt, or to activate certain talents.</p><p></p><p>Skill Try: The player spends one Action Point. This gives him one or more d6es to roll. The roll (or highest roll in the case of multiple d6es) is then added to the d20 roll to see if the skill attempt succeeds.</p><p></p><p>Example: Bob the Tough Hero (1st level) needs to drop a mook before said mook can brain a team mate. Bob's side arm is a short range 22 auto-pistol, with a range increment of 10 feet. The mook is 25 feet away. So Bob's player decides to burn an Action Point to make his chances somewhat better. The d20 roll is a 15, the d6 roll is a 5. with a -4 for range, the modified d20 roll is a 16, enough to hit the AC 13 mook.</p><p></p><p>Talent Use: To use certain Talents the PC's player must spend one Action Point. Once the point is spent the PC may use the talent. Hopefully in the proper manner, but there's no accounting for inventiveness.<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>Hope this helps.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 452108, member: 571"] [b]Re: D20 Modern Versatility[/b] I did notice that. Now to get a copy that has pictures.:) Where the rules are concerned, the official d20 Modern rules are found in the core rules themselves. [i]Shadowchasers[/i] was a special preview, the rest special cases. Where Action Points are concerned: The PC gets so many every time he advances a level. The number he gets has to last him until he reaches the next level. An Action Point can be used either to improve a skill attempt, or to activate certain talents. Skill Try: The player spends one Action Point. This gives him one or more d6es to roll. The roll (or highest roll in the case of multiple d6es) is then added to the d20 roll to see if the skill attempt succeeds. Example: Bob the Tough Hero (1st level) needs to drop a mook before said mook can brain a team mate. Bob's side arm is a short range 22 auto-pistol, with a range increment of 10 feet. The mook is 25 feet away. So Bob's player decides to burn an Action Point to make his chances somewhat better. The d20 roll is a 15, the d6 roll is a 5. with a -4 for range, the modified d20 roll is a 16, enough to hit the AC 13 mook. Talent Use: To use certain Talents the PC's player must spend one Action Point. Once the point is spent the PC may use the talent. Hopefully in the proper manner, but there's no accounting for inventiveness.:) Hope this helps. [/QUOTE]
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