Differences between d20 Modern and DND 3.x

dreaded_beast

First Post
From my understanding, d20 Modern (Future, Past, etc.) and DND 3.x should be mutually compatible, with a few tweaks here and there.

So what are the big differences?

Why do you think WotC didn't just make one "generic" d20 system that could cater to any type of genre, similar to how GURPS is "generic".

Would it be safe to say that the closest thing to "generic" d20 would be the d20 Modern rules?

I'm not really familiar with the other d20 Modern supplements that came out: if they just add more options or actually change the rules so that it is considered a "different" d20 game such as Wheel of Time or Star Wars.

I've wondered how a "normal" DND game would play using the d20 Modern rules.

Have you done such a thing and how did it turn out?
 

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In a way, the current D&D/D20 rules are already generic. The baseline of rules is given - how to resolve skill checks, how to make attacks, how to deal damage, what feats do.
The non-generic part are just the classes, and if you look into the various D20/D&D games out there, you see the most variation exactly there.

The idea to create this non-generic classes for D&D is based on the fact that it´s based on "old D&D", and the classes are catered for the "implied" setting of D&D.

D20 Modern classes are certainly more generic, but the current rules lack a bit in the magic department - in D&D, you can be a mage at 1st level, in D20 Modern you can´t cast spells before 4th. I like it this way in D20 Modern, since it represents the need of study and training required to become a spellcaster, but it doesn´t go so well in the classic D&D settings.

Grim Tales, as far as I heard, basically uses the D20 Modern classes (or classes based on them) to allow a generic system for all kinds of settings, and - again as far as I heard - seems to succeed well in it.
 

While compatible, d20 Modern doesn't really fit with the standard D&D rules.

The big differences are:

1. Classes are based on key abilities, rather than professions. Base classes only have 10 levels, and are loaded with abilities. Thus, you have to multiclass. Conversely, there are no penalties for multiclassing.

2. The game assumes that Action Points will be used.

3. Default level of equipment is much lower.

4. The dreaded Wealth system replaces coinage.

5. Backgrounds, in the form of Professions, are built into the system.
 


dreaded_beast said:
So what are the big differences?

One of the subtle differences is that d20 Modern has a higher power level. In d20M a third level character is comparable to a first level d20 one, at least as compared to the NPCs in the rest of the world. For some, this is a good change, for me its mega-bad.


Aaron
 

D20 Modern assumes:
- Abstract Wealth system to replace coin-by-coin system;
- Massive Damage rules. Threshold = Con score, so it's far more lethal than D&D.
- Less "fantastic" results. For instance, the Jump skill has different charts in D20M and D&D.
- Even with Urban Arcana, D20Modern assumes spells and magic are less world-shattering (several spells are advised not to be converted from D&D to D20M).
- Classes based on attributes, while D&D has archetypes.
- Heroes are far more lucky and skilled than ordinaries (who don't get action points, talents or bonus feats).
 

I might be missing something, Aaron2, but it sounds like you're saying that d20M has a lower power level -- if a 3rd-level character in d20M is equivalent to a 1st-level character in normal (D&D) d20, then aren't you saying that the d20 character's more powerful? :confused:

Nick
 
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