Yo, Synic-mon,
First off, thank you for your opinion. I wasn't the one who asked the question, but I do want to see both sides of the argument.
I've gone through the SRD and looked through D20 Modern at Borders -- I'll probably get it after Christmas with the inevitable Borders Gift Cards I get from friends.
As for your complaints -- the lack of new material -- I'm interested and a bit concerned. I glanced at the driving and shooting rules, since driving and shooting, in my mind, were the two big differences between D20 Modern and D&D. I didn't see enough of them to know if they were improvements or not. Bagpuss, I think, seems to dislike some elements of gunplay, thinking it's unrealistic or cumbersome or just plain silly. Haven't heard about the driving yet. Subdual damage is gone, and the massive damage threshold got changed to something more CoC-ish -- both of which I like. I HATED the ability to have 3 hit points, 268 points of subdual damage, and no permanent injuries, though you'd be asleep for a week and a half. Dunno if those are large changes in your opinion, but I'm interested in your opinion.
You complain about the fact that it's fantasy-oriented, and you complain that people are gonna have to do a bunch of their own work, because it's too generic. I'm not attacking you -- I'm just verifying: Those ARE your complaints, right?
For me, at least, I'm a bit bummed that it's fantasy-oriented, but I've always considered SF and Fantasy to be so closely related that in a lot of cases you can squint and be good to go either way. In the campaign I'm thinking about, I won't tell my players beforehand WHAT kind of world they're in. It'll just be the ordinary world, until things begin to get weird -- and they'll have to figure out for themselves what the weirdness is. I don't really want laser blasters in my game, although I could always use the ones in the DMG if necessary. And I don't want magic duct tape in my game, either, but I can just nix that and be done with it.
As for being too generic, that one really doesn't bother me. I've got experienced players. I was planning on making my own monsters from the get-go. I like the weakness charts that the monsters use, and am considering using it -- or at least being more imaginative in what I come up with in my own monsters. So while it's definitely important for someone to know that it's really generic, I don't see that as a bad thing for me. I can get someone psyched about my world with what I put into it. I'm not saying that you can't, and again, I AM saying that it's a good thing to know. Different tastes, different needs, etc.
Anyway.
-Tacky
First off, thank you for your opinion. I wasn't the one who asked the question, but I do want to see both sides of the argument.
I've gone through the SRD and looked through D20 Modern at Borders -- I'll probably get it after Christmas with the inevitable Borders Gift Cards I get from friends.
As for your complaints -- the lack of new material -- I'm interested and a bit concerned. I glanced at the driving and shooting rules, since driving and shooting, in my mind, were the two big differences between D20 Modern and D&D. I didn't see enough of them to know if they were improvements or not. Bagpuss, I think, seems to dislike some elements of gunplay, thinking it's unrealistic or cumbersome or just plain silly. Haven't heard about the driving yet. Subdual damage is gone, and the massive damage threshold got changed to something more CoC-ish -- both of which I like. I HATED the ability to have 3 hit points, 268 points of subdual damage, and no permanent injuries, though you'd be asleep for a week and a half. Dunno if those are large changes in your opinion, but I'm interested in your opinion.
You complain about the fact that it's fantasy-oriented, and you complain that people are gonna have to do a bunch of their own work, because it's too generic. I'm not attacking you -- I'm just verifying: Those ARE your complaints, right?
For me, at least, I'm a bit bummed that it's fantasy-oriented, but I've always considered SF and Fantasy to be so closely related that in a lot of cases you can squint and be good to go either way. In the campaign I'm thinking about, I won't tell my players beforehand WHAT kind of world they're in. It'll just be the ordinary world, until things begin to get weird -- and they'll have to figure out for themselves what the weirdness is. I don't really want laser blasters in my game, although I could always use the ones in the DMG if necessary. And I don't want magic duct tape in my game, either, but I can just nix that and be done with it.
As for being too generic, that one really doesn't bother me. I've got experienced players. I was planning on making my own monsters from the get-go. I like the weakness charts that the monsters use, and am considering using it -- or at least being more imaginative in what I come up with in my own monsters. So while it's definitely important for someone to know that it's really generic, I don't see that as a bad thing for me. I can get someone psyched about my world with what I put into it. I'm not saying that you can't, and again, I AM saying that it's a good thing to know. Different tastes, different needs, etc.
Anyway.
-Tacky