Roudi
First Post
Rock on! Love those guys. I'm glad I'm not the only one who starts thinking of Punk In Drublic when someone mentions a "no F/X campaign"HeapThaumaturgist said:... (and nofx as well)...
Rock on! Love those guys. I'm glad I'm not the only one who starts thinking of Punk In Drublic when someone mentions a "no F/X campaign"HeapThaumaturgist said:... (and nofx as well)...
arscott said:Superstition played a huge role in the lives of pirates and explorers, both real and fictionalized.
No. But if it makes you feel any better, swashbuckling musketeers and swiift-riding highwaymen with FX aren't fun enough either.The Shaman said:swashbuckling musketeers and swift-riding highwaymen aren't fun enough?
My take? FX is in its own section in the back of the book. The only time I've really looked at the FX alot is when I'm working on updating my MSRD pdf. FX don't have a part in my post-apoc game, but I'm sure they'll play a part in the PC Angels game I'm planning. FX won't play a huge part in a CoC game I'm planning. If the FX fit the setting, fine. I don't see an issue. Out of curiosity, how well have modern, or even other games without the equivalent of FX done on the market? I'm not terribly familiar with such games. I remember Top Secret, but I do't know who much of a seller it was. And that's the only one that comes to mind. Wait, wasn't there a James Bond game for a while? And maybe an Indiana Jones? I guess people like to blow things up with their minds, or at least with fireballs. Personally, I prefer to blow things up with large weapons - Omega cannons, devestators, disruptors, etc (I'm a Battlelords fan - wish it was d20).What's your take on Modern FX?
Of course the GM decides on what's in and what's out, and one of the great strengths of d20 Modern is that magic is not integral to the basic character classes, but rather an optional element for inclusion at the GM's discretion.Roudi said:I'm sorry, but it just seems pointless to discuss whether or not WotC emphasizes magic too much or not in their books. Its the Gamemaster who determines what actually shows up in a game, not WotC.
Well, if you think they should stop at magic and psionics FX (though I never cared for WotC's model of psionics), then you don't have to go further. Of course, you might want more spells and powers, particularly appropriate for the modern-day props (cell phones, iPod, CD/DVD, automobiles, firearms, etc.).Committed Hero said:But they do need to be wholly integrated into the system, which is why I think the core book has just the right amount of FX.
Ranger REG said:Well, if you think they should stop at magic and psionics FX (though I never cared for WotC's model of psionics), then you don't have to go further.
I wasn't defending the d20 modern FX rules. I don't like the Vancian/Spells per day Magic system in D&D, let alone in a modern game. The only redeeming grace of d20M is the occultist.SWBaxter said:If this is your main point, then I feel compelled to note that this has absolutely zero to do with the d20 Modern FX rules. Those rules are based on the D&D magic rules, and as such are designed to provide fun and hopefully balanced abilities for characters. Atmosphere is the province of the GM and players, and it's easy to argue that the presence of magical advanced classes or clearly defined spells detracts heavily from a superstition-laden atmosphere.
Plane Sailing said:OK, I'm being overly harsh and I know it - but I do believe that they took the path of least resistance, to the detriment of d20 Modern. It is pretty good, but nowhere near as good as it could have been.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.