dcollins said:
Perusing the new d20 Modern SRD (here: http://www.wizards.com/D20/article.asp?x=msrd ), particularly the "Combat" document, I noticed that the d20 Modern authors have made a few tweaks to D&D core rules which have spawned arguments in the past:
(1) "Partial Actions" have been deleted, leaving only the following action types: "Attack" (i.e., Standard) , "Move" (MEA), and "Full-Round". A surprise round gives you only an Attack action. A Charge is now definitely a Full-Round Action (as the D&D SRD, not PHB), but again you are allowed a special single-move Charge in a surprise round (as a D&D "partial charge").
Anyone who has owned
Star Wars Core Rulebook (original and revised) will not find this strange, but if they have not seen
D&D 3e then they may find "partial action" unfamiliar.
(2) The d20 Modern haste spell no longer gives an extra action! It gives one extra attack with a full-round attack, or an extra 30 feet speed on a move. Casting an extra spell with it is specifically prohibited. (I notice that this then looks a lot like the speed weapon enhancement, except it's counter to the Sage's ruling that you can use speed without a full attack action.)
At least in both cases, you still gain the +2 to Defense.
If you think that
d20 Modern should be on scale with
D&D, then you might as well just play with the
D&D rules in a modern-day setting.
d20 Modern tone down magic to emphasize the real-world feel and technology.
(3) The shield spell has been reduced to just give a +4 bonus to defense (AC) -- no +7 bonus, no apparent true cover, no bonus to saving throws.
But in
D&D, there is no such thing as Class Defense Bonus. But if you use
Star Wars original version where armor bonus do not stack but replace CDB then
shield spell may not be as good as it is.
But if using
d20 Modern version where armor provide equipment bonus and stack with CDB, then
shield spell from
D&D rules would be overpowering.
So I'm wondering:
- Do other D&D players think these are quality changes?
I don't know. If
D&D gamers think that
D&D rules are good enough for use in a modern-day setting, then they won't change.
But if
D&D rules are lacking some crucial details for modern-day setting, or if
D&D gamers are also
d20 gamers, they might give this book a chance.
- Do you think you'll change your D&D games to use these revised rulings?
AFAIC, these are not revised
D&D.
If Wizards puts out a revised
D&D core rules and incorporate the most useful
d20 Modern mechanics, then it's a revised
D&D.
But for me, personally, whatever rules mechanics that looks good for use in my
D&D game, I will try to incorporate it as a house rule. It has to be playtested by my group before it becomes permanent.
- What will you do when interfacing D&D characters with d20 Modern characters, with some identically-named spells having different effects?
Well, I have three options:
1. Play them as is but decide which combat and health rules I will use.
D&D characters will have a better advantage especially for high-level spellcasters that have spells of 6th level and higher. The drawback is the access of modern-day skills (e.g., Computer Use)
2. Play them under
d20 Modern. The drawback is that
D&D spellcaster can no longer access spells of 6th level of higher. Such spellcaster may be at a disadvantage when compared to modern-day mages with better HD (multiclass from Basic to Advanced to
Urban Arcana Adept prestige class).
3. Play them under
D&D rules. The drawback is the absence of modern-day firearm's lethal nature when using
D&D HP system (massive damage threshold is 50 points for Medium-sized creatures).