Biohazard said:
Dark*Matter FX is probably more accurately represented through d20 Modern and Urbana Arcana FX than M&M's supers abilities as well.
I don't know. The d20 Modern FX rules
feel so much like D&D that it's hard to think of them as anything else. You never see D*M characters preparing their spells beforehand and then losing them once their cast...
Also, the level-dependent nature of spell progression doesn't feel right. IMO, A D*M character shouldn't necessarily have to know all these low level spells in order to ever cast a higher-level one...
I do think that the Call of Cthulhu magic system might be more on par (with less of an emphasis on sanity)
The supers rules in M&M give you simple rules for FX that can model pretty much any ability/power you could imagine. For example, a psychic, a mage, or an advanced alien technology could all use the same rules to model a force field power or an energy blast.
Also, a psychic, for example, wouldn't have to know a bunch of zero level "spells" (which feels really D&Dish) in order to use his telekinesis ability.
Biohazard said:
On the subject of hit points, and not wanting lots of hit points at higher levels, keep in mind the d20 Modern Massive Damage Threshold...
This is a good point. For a grittier setting, you could always lower the MDT as well.
Biohazard said:
My vote would definitely be d20 Modern. M&M would work well if you wanted to do a pulp heroes-cinematic style game; but even then, I'd still vote for d20 Modern.
Yeah, I think that M&M is much more cinematic... and that's a bit of the point of D*M... the stories about conspiracies, supernatural weirdness, etc.
Biohazard said:
Honestly, I think M&M is really only useful for what it was designed for: super-hero games.
I totally disagree here (I've used it for some really fun non-supers games), but that's another discussion for another thread.
Thanks for the feedback... Don't get me wrong, I
really like d20 M. I'm just not sure if it's right for D*M...