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d20 Modern vs. controversial D&D rules
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<blockquote data-quote="Ranger REG" data-source="post: 462967" data-attributes="member: 533"><p>Anyone who has owned <em>Star Wars Core Rulebook</em> (original and revised) will not find this strange, but if they have not seen <em>D&D 3e</em> then they may find "partial action" unfamiliar.</p><p></p><p></p><p></p><p>At least in both cases, you still gain the +2 to Defense.</p><p></p><p>If you think that <em>d20 Modern</em> should be on scale with <em>D&D,</em> then you might as well just play with the <em>D&D</em> rules in a modern-day setting. <em>d20 Modern</em> tone down magic to emphasize the real-world feel and technology.</p><p></p><p></p><p></p><p>But in <em>D&D,</em> there is no such thing as Class Defense Bonus. But if you use <em>Star Wars</em> original version where armor bonus do not stack but replace CDB then <em>shield</em> spell may not be as good as it is.</p><p></p><p>But if using <em>d20 Modern</em> version where armor provide equipment bonus and stack with CDB, then <em>shield</em> spell from <em>D&D</em> rules would be overpowering.</p><p></p><p></p><p></p><p>I don't know. If <em>D&D</em> gamers think that <em>D&D</em> rules are good enough for use in a modern-day setting, then they won't change.</p><p></p><p>But if <em>D&D</em> rules are lacking some crucial details for modern-day setting, or if <em>D&D</em> gamers are also <em>d20</em> gamers, they might give this book a chance.</p><p></p><p></p><p></p><p>AFAIC, these are not revised <em>D&D.</em></p><p></p><p>If Wizards puts out a revised <em>D&D</em> core rules and incorporate the most useful <em>d20 Modern</em> mechanics, then it's a revised <em>D&D.</em></p><p></p><p>But for me, personally, whatever rules mechanics that looks good for use in my <em>D&D</em> game, I will try to incorporate it as a house rule. It has to be playtested by my group before it becomes permanent.</p><p></p><p></p><p></p><p>Well, I have three options:</p><p></p><p>1. Play them as is but decide which combat and health rules I will use. <em>D&D</em> 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)</p><p></p><p>2. Play them under <em>d20 Modern.</em> The drawback is that <em>D&D</em> 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 <em>Urban Arcana</em> Adept prestige class).</p><p></p><p>3. Play them under <em>D&D</em> rules. The drawback is the absence of modern-day firearm's lethal nature when using <em>D&D</em> HP system (massive damage threshold is 50 points for Medium-sized creatures).</p></blockquote><p></p>
[QUOTE="Ranger REG, post: 462967, member: 533"] Anyone who has owned [i]Star Wars Core Rulebook[/i] (original and revised) will not find this strange, but if they have not seen [i]D&D 3e[/i] then they may find "partial action" unfamiliar. At least in both cases, you still gain the +2 to Defense. If you think that [i]d20 Modern[/i] should be on scale with [i]D&D,[/i] then you might as well just play with the [i]D&D[/i] rules in a modern-day setting. [i]d20 Modern[/i] tone down magic to emphasize the real-world feel and technology. But in [i]D&D,[/i] there is no such thing as Class Defense Bonus. But if you use [i]Star Wars[/i] original version where armor bonus do not stack but replace CDB then [i]shield[/i] spell may not be as good as it is. But if using [i]d20 Modern[/i] version where armor provide equipment bonus and stack with CDB, then [i]shield[/i] spell from [i]D&D[/i] rules would be overpowering. I don't know. If [i]D&D[/i] gamers think that [i]D&D[/i] rules are good enough for use in a modern-day setting, then they won't change. But if [i]D&D[/i] rules are lacking some crucial details for modern-day setting, or if [i]D&D[/i] gamers are also [i]d20[/i] gamers, they might give this book a chance. AFAIC, these are not revised [i]D&D.[/i] If Wizards puts out a revised [i]D&D[/i] core rules and incorporate the most useful [i]d20 Modern[/i] mechanics, then it's a revised [i]D&D.[/i] But for me, personally, whatever rules mechanics that looks good for use in my [i]D&D[/i] game, I will try to incorporate it as a house rule. It has to be playtested by my group before it becomes permanent. Well, I have three options: 1. Play them as is but decide which combat and health rules I will use. [i]D&D[/i] 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 [i]d20 Modern.[/i] The drawback is that [i]D&D[/i] 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 [i]Urban Arcana[/i] Adept prestige class). 3. Play them under [i]D&D[/i] rules. The drawback is the absence of modern-day firearm's lethal nature when using [i]D&D[/i] HP system (massive damage threshold is 50 points for Medium-sized creatures). [/QUOTE]
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