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Everyday Heroes, The Rebirth Of d20 Modern: An Interview
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<blockquote data-quote="sigfried" data-source="post: 8557332" data-attributes="member: 1798"><p>That is something we address. In Everyday Heroes, you get a subclass at level 1 that is very "flavorful" and specialized like an advanced class in d20 modern. As you level up you can take feats that effectively let you pick and chose aspects of other classes and subclasses and mix them into your core class/subclass.</p><p></p><p></p><p></p><p>We have a very simple way of dealing with wealth. Heroes have a wealth level, and gear has a Price level. If a Heroes wealth level is equal or greater, they can afford the item. If an item's price is higher, the hero has to obtain the item through role-playing. There is a bit more to it, but no dice rolling or tracking is involved, just GM guidance on what to do in specific situations where wealth would go up or down.</p><p></p><p></p><p></p><p>We just use 5e mechanics for this. If a player wants to take someone alive, they can just declare they are doing that.</p><p></p><p></p><p></p><p>Here you won't be quite as happy, we are sticking with HP for the sake of cross-compatibility with other 5e material. We will have an optional system for injuries for GMs that want to introduce that into their game.</p><p></p><p></p><p></p><p>Ours is a bit stripped down, but not a lot. We focus more on a weapon group (weapons with similar stats) but we do provide specific examples of a weapon in that group. We tried to balance making firearms feel correct, with not making it feel complicated. Modern genre fans have wide-ranging opinions on this issue so we are going for the best compromise we can muster.</p><p></p><p></p><p></p><p>Our core rulebook doesn't have much in the way of supernatural material, we are focused on "modern action" in the movie sense. That said, they system is designed to support genres with supernatural elements so our Adventures and Supplements are very likely to have rules for horror, supernatural, and sci-fi elements.</p></blockquote><p></p>
[QUOTE="sigfried, post: 8557332, member: 1798"] That is something we address. In Everyday Heroes, you get a subclass at level 1 that is very "flavorful" and specialized like an advanced class in d20 modern. As you level up you can take feats that effectively let you pick and chose aspects of other classes and subclasses and mix them into your core class/subclass. We have a very simple way of dealing with wealth. Heroes have a wealth level, and gear has a Price level. If a Heroes wealth level is equal or greater, they can afford the item. If an item's price is higher, the hero has to obtain the item through role-playing. There is a bit more to it, but no dice rolling or tracking is involved, just GM guidance on what to do in specific situations where wealth would go up or down. We just use 5e mechanics for this. If a player wants to take someone alive, they can just declare they are doing that. Here you won't be quite as happy, we are sticking with HP for the sake of cross-compatibility with other 5e material. We will have an optional system for injuries for GMs that want to introduce that into their game. Ours is a bit stripped down, but not a lot. We focus more on a weapon group (weapons with similar stats) but we do provide specific examples of a weapon in that group. We tried to balance making firearms feel correct, with not making it feel complicated. Modern genre fans have wide-ranging opinions on this issue so we are going for the best compromise we can muster. Our core rulebook doesn't have much in the way of supernatural material, we are focused on "modern action" in the movie sense. That said, they system is designed to support genres with supernatural elements so our Adventures and Supplements are very likely to have rules for horror, supernatural, and sci-fi elements. [/QUOTE]
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