d20 Modern vs. Grim Tales: which is better?

A recent convert...

I'm a recent convert to Grim Tales and I would play it over D20 Modern any day of the week. It's much more versatile in character creation, and captures the modern feel so much better than D20 Modern does (and D20M does a good job of it, although a bit heavy on the supernatural).

GT has levels of deadliness to choose from when creating a specific campaign, so the rules are designed with varying levels of grittiness, depending on what you want to do with it. If I had had this rulebook two months earlier, my current fantasy campaign would have been run using GT instead. It's what I am looking for in a multi-genre game system.

Also, one final note, the author is available for feedback and is willing to talk with you about the game, usually within 24 hours of you posting here on these boards. You really can't say that you get that level of feedback and interaction from WOTC. (At least, I can't say that.)

I'd encourage you to try out GT; you'll be glad you did.

Hope this helps,
Flynn
 

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Flynn said:
Also, one final note, the author is available for feedback and is willing to talk with you about the game, usually within 24 hours of you posting here on these boards.

Sooner on weekdays, I expect.

And it depends on whether or not your subject line has GRIM TALES in it. If it takes me more than 24 hours to respond, I just flat out didn't see it.
 

Not to take away from Wulf, but if someone has a Modern question, Charles Ryan is available for Modern questions on the WotC forums - but whereas Wulf looks for Grim Tales, Charles looks for "(WOOF)" in the heading, and he's more selective on what he answers due to time constraints - it has to be something that hasn't been covered very often by other posters on modern (for which there's a ton more exposure and members).
 

Well, I don't have a group right now, so I don't have to really worry right now.

Sounds like Grim Tales is a toolkit approach to campaign building, am I right? If so, then I'll probably go that route. Plus, it's cheaper than d20Modern I am assuming.

I have neither but both interest me. I should've done a poll on here. :)
 

Well I prefer d20 Modern, but I have used many things from GT in my campaign, especially the Monster generator (to check CRs) and EL generator.

Chuck
 


Grim Tales is much better for a number of reasons, most of which have already been mentioned. I especially like the fact that there ae no advanced classes--some of the D20 Modern advanced classes have funky special abilities with no real point, and others have special abilities which should be avaiable to a wide variety of characters... the talent tree system of GT is just a much better way of handling it.

The CR/EL/XP calculator is an incredibley useful tool. I've been using it for several months now in my D&D game to gague challenge levels and it's very accurate.

GT is also really easy to tweak. I could have asked for a broader selection of weapons, but they're easy to import. If you don't like the magic system, just take it out and plug in a new one. And so on.

But the GT core rules are much more coherent, I think, than the Modern core rules. Not that they're very different, but it just feels smoother and easier.

Ben
 

GT all the way...

It has become my default toolkit for all things d20. The only thing "lacking" is genre/time period specific equipment lists - althought the plethora of other sources with such doesn't really make this that big a deal.

The flexibility and deconstruct/reconstruct nature of the offering make it invaluable for a tinker DM.

~ OO
 

I think that both systems are good but it is easier to find players for d20m (not EVERYONE uses ENworld) d20m was meant for highly detailed campaigns, those "useless" class abilities are only useless if your players like to play kick in the door d20m. If the DM plays a complex campaign, abilities like the infiltrator's "without a trace" are very useful.
 

Both have their own uniqueness. D20 modern is great for straight realistic modern roleplaying. Grim Tales is a wonderful ruleset for any type of grim roleplaying experience, from renaissance to futuristic games. If you want to add an element of suspense and grit to a game Grim Tales is the way to go.
 

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