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D20 Modern - What are your house rules?
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<blockquote data-quote="EditorBFG" data-source="post: 2656431" data-attributes="member: 24719"><p>I use the Reserve Points rules from <em>Unearthed Arcana</em> and <em>Iron Heroes</em>.</p><p></p><p>I have tweaked the Occupations some, mostly giving each a bonus feat and other little changes to balance them out more.</p><p></p><p>And I have used a lot of <em>Spycraft</em>-- especially the Chase rules and other dramatic conflict rules from <em>Spycraft 2.0. Spycraft</em> is rules-heavy, but that usually means that it has systems for things Modern doesn't. Especially in investigation-heavy games when you don't want it to just be Search rolls and Sense Motive vs. a Bluff. This is part of why <em>Modern Player's Companion</em> is so crucial for most Modern games, because they have Advanced Classes that deal with police-work and detective stuff, and most Modern games will interact with crime and the law a great deal.</p><p></p><p>When magic has come into any Modern game I've been involved in, Power Points have been substituted for Spells per Day.</p><p></p><p>And, obviously, I use Big Finger Games' <em>POSTMODERN: The Versatile Hero </em> and <em>POSTMODERN: Traits and Flaws</em>, which exist because we figured that Modern needed more character customization.</p><p></p><p>I like Modern a lot, but my chief complaint is that 1st level characters need to <em>feel</em> cooler to the players. A 1st level D&D character seems a lot cooler and more capable than a 1st level Modern character-- and mechanically, he usually <em>is</em> more capable.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 2656431, member: 24719"] I use the Reserve Points rules from [I]Unearthed Arcana[/I] and [I]Iron Heroes[/I]. I have tweaked the Occupations some, mostly giving each a bonus feat and other little changes to balance them out more. And I have used a lot of [I]Spycraft[/I]-- especially the Chase rules and other dramatic conflict rules from [I]Spycraft 2.0. Spycraft[/I] is rules-heavy, but that usually means that it has systems for things Modern doesn't. Especially in investigation-heavy games when you don't want it to just be Search rolls and Sense Motive vs. a Bluff. This is part of why [I]Modern Player's Companion[/I] is so crucial for most Modern games, because they have Advanced Classes that deal with police-work and detective stuff, and most Modern games will interact with crime and the law a great deal. When magic has come into any Modern game I've been involved in, Power Points have been substituted for Spells per Day. And, obviously, I use Big Finger Games' [I]POSTMODERN: The Versatile Hero [/I] and [I]POSTMODERN: Traits and Flaws[/I], which exist because we figured that Modern needed more character customization. I like Modern a lot, but my chief complaint is that 1st level characters need to [I]feel[/I] cooler to the players. A 1st level D&D character seems a lot cooler and more capable than a 1st level Modern character-- and mechanically, he usually [I]is[/I] more capable. [/QUOTE]
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