The_Universe
First Post
Does anybody here know the actual street date of this thing? April 15? Something like that?
Mid-March I believe - I think I saw March 18 on the WotC site.The_Universe said:Does anybody here know the actual street date of this thing? April 15? Something like that?
The Shaman said:There are no additional talents, which is consistent with both Urban Arcana and d20 Future, so while not a surprise it is a disappointment – given the paucity of advanced classes (more on that in a moment), it seems that paying more attention to the base classes to aid gamers in developing the mechanics for a character concept would be a big plus. Sadly, this road is once again not traveled. D20 Modern is not D&D – the classes work differently, and it would be a real benefit if the designers spent more time reflecting on how those differences impact the game. Talents are huge in d20 Modern, potentially more significant than bonus feats both mechanically and from a role-playing perspective – adding more skills and feats but no additional talents makes base class levels inferior to advanced class levels by offering fewer options and luring players into the narrower confines of the AdCs.
The number of AdCs/PrCs suggested by the art gallery is correct, according to the TOC: seven AdCs and three PrCs, with at least four (possibly five) of the AdCs FX-driven. There’s no expansion of the talent trees for base classes leaving gamers who eschew FX a total of two guaranteed AdCs to cover a period of five centuries. I’m beside myself over this one. Advanced classes in d20 Modern are supposed to differ from base classes by being more specialized – according to the designers, there is so little that separates 1492 from 1620 from 1815 from 1912 that there is little need for any specialized classes, that the Modern AdCs cover that period as well as they do the early 21st century. Some might say that it’s not possible to design AdCs that effectively cover this timeframe – I disagree.
Let me share with you two glaring omissions that resulted from this way of thinking: no nautical AdC and no animal-riding AdC.
Could one make a pirate or a frigate captain without an AdC? Yes, but that’s true already of the existing base classes as well, so that’s not a good argument, IMHO, against looking for AdCs applicable to the broad spectrum of time that d20 Past is supposed to cover.
Instead, of the sprinkling of AdCs the supplement offers, we get one (Explorer) that may be applicable across the board and one (Gangster) that I’m betting will be a big stretch to make applicable to say colonial America or the Old West or Victorian imperialism, comparable to the stretch of making an AdC like Techie or Gunslinger fit the Renaissance without significant modification. The PrCs will be even less likely to fit anything other than the period campaign module.
Consider also d20 Future, which offers something like seventeen or eighteen new AdCs (and PrCs? I don’t remember, and I don’t have the book handy) – if the same logic of using existing AdCs to represent Past characters holds true, then why so many AdCs for d20 Future?
Finally, the fact that there at least four (possibly five, depending on the Scientist’s class abilities) FX AdCs out of a total of ten astounds me. That’s almost the same number as appears in the nearly 400-page core rule book. Apparently the design decision was made that the existing non-FX AdCs were sufficient to cover five centuries of history but that gamers needed four or five new magic and psionic character classes as well. D20 Future did a decent job of stepping away from the D&D mindset – d20 Past dives in over its head and wallows around in it. These classes should’ve been a web expansion, not part of the supplement, if they were truly needed at all.
My comment regarding talents wasn't specific to d20 Past, but rather the Modern class system generally. I agree that for the most part the existing talent trees are "genre generic," which is a tribute to good design on the part of the original authors. However, expanding the talent base offers more options for players who want more mechanical options allowing them to stay with the base classes rather than enter the more narrowly construed and constructed advanced classes. Talents are one of the great strengths of the Modern SRD compared to 3.x, and in this case playing to the system strengths would be A Good Thing, IMHO.takyris said:While it's possible to disagree with any design choice (and I'm assuming that we're in agreement that their refusal to make new Talent Trees implies that they think that the existing trees are usable in any time period), I'm not sure why you believe that "make new feats, not new skills or talent trees" makes Basic Classes weaker. I'm not saying you're wrong -- I just don't know why you believe that, and I'd like to hear your reasoning.
I agree and that's exactly what I'm doing for my owntakyris said:Not sure where to go on this one. On one hand, I don't agree with you, but in all honesty, that's probably because I modify AdC's for my campaigns, and I'm effectively making new ones myself, so it's hypocritical disagreement at best.I would take away the Personal Firearms Proficiency from the Solider AdC, pop in Archaic Weapons Proficiency, change a couple of the bonus feats, and say "Ta-dah! Your Master Swordsman is complete!"
Agreed on all counts - that's how I approach my homebrew AdCs as well, since I too value a no-FX or light-FX game (and if I want heavy FX, then I'll use Mutants and Masterminds instead anyway).takyris said:Honestly, my request for WotC is far more specialized, so specialized that I'm really fine with doing it myself. I like non-FX or light-FX campaigns, and I like to have special abilities that are essentially expanded uses of skills....
I think there are very few concepts a player can't create using just the base classes withou AdCs or PrCs - of course, then you can buy Grim Tales instead of d20 Modern.takyris said:No issues with your historical veracity. I guess my question is what your "swashbuckling privateer" AdC would get that makes it different from, for example, a Fast/Tough/Daredevil?...If you can make a Captain (Smart with Savant:Navigate and Plan to help organize attacks on other ships), a ship-builder and repairman (Strong with Repair and Craft(Structural)), a surefooted man in the crow's nest (Tough with Climb and Spot), a world-class helmsman and catapult-manner (Fast with Pilot and Craft(Mechanical), a grizzled ship's doctor who can sense trouble in the air (Dedicated with Treat Injury and Intuition from the Empathy tree), or a bellowing sergeant who gets the lads to their tasks through thick or thin (Charismatic with the Coordinate Talent)... what's missing?...Or possibly you've already answered my point.![]()
Wow, you have a lot more faith in the WotC designers than I do - I think it was more like, "What's going to sell the most books? Pirates, horror, and pulp!"takyris said:Since I wasn't behind any closed doors, my guess would be that the conversation probably went something like "Well, we looked at a bunch of groups, looked at a lot of gamers and their interests, and we realized that the average gamer is just fine with having lots of non-combat skills, but is unlikely to take an entire Advanced Class that doesn't help him in combat or at least in confrontations. To that end, we're making most of our AdC options combat-useful. Can you come up with a Sailor-type AdC that is good enough that somebody would take it instead of taking any three of Strong, Tough, Fast, and Soldier to get someone with all the same skills and more combat power? No? Well, we're gonna go with the musketeer, then."
Indeed.takyris said:... I do have to admit that FX AdCs are easier to make shiny and spiffy. That's the state of the industry -- at least as far as WotC's research is concerned. It ain't my game, but my game ain't common -- and most of us on ENWorld can probably say the same.![]()
The Shaman said:Wow, you have a lot more faith in the WotC designers than I do - I think it was more like, "What's going to sell the most books? Pirates, horror, and pulp!"![]()
If I want to sell a product, I can appeal to the lowest common denominator and give people what they want - that's pretty much a guaranteed business model, no questions asked. There is another approach however that says "I'm going to tap an untapped need," or "I'm going to make people want something they didn't know they wanted until my marketing machine began ticking over." That's entrepreneurship.
With what? Money? As Arnold of Happy Days would say...Sketchpad said:I really miss TSR. At least they'd support prroducts ...

Stop there for just a moment - why does WotC need a pulp game, a pirate game, a Victorian game, or an Old West game? Why does WotC have to dip its pinky toe into all of these genres at all?JPL said:So WotC --- lacking a pulp game, a pirate game, a Victorian game, or an Old West game --- ...
Not all of them, but maybe pick two and then try something original with the third? Look for the niche that hasn't been filled and wade around a bit? Flex those creative muscles instead of offering a smidgen of material done more thoroughly by other companies?JPL said:...should've skipped all of these popular RPG millieus, and gone straight to...what...Napoleonic warfare? The Thirty Years War? The Jacobite Rebellion?
Personally I think that would argue quite strongly against including seven adventures (!?!) in what should be a "core resource" book. Please correct me if I'm wrong, but there are no adventures in the much longer (and arguably much better) d20 Future.JPL said:But WotC's business model is to provide the gamer with core resources --- an ever-expanding core, to be certain --- and let someone else tap the untapped needs.
This will be its seminal contribution - but that also makes me far less likely to drop the drachmas for d20 Past and instead wait for the MSRD update and homebrew my own stuff or look for a developer who will do it for me. That's not much of a business model, IMHO.JPL said:What I think d20 Past will do, once added to the SRD, is give those independent visionaries some common ground to start with [although they are free to ignore it, of course].