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Everyday Heroes, The Rebirth Of d20 Modern: An Interview
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<blockquote data-quote="kronovan" data-source="post: 8579507" data-attributes="member: 6775134"><p>The things I disliked about d20 Modern were the classes, skills and Hit Points. None of my players found the classes (Fast, Tough, Smart, Dedicated, etc.) particularly inspiring. My players and I also felt that class-restricted skills were out of place for a generic TTRPG. While they can work in some settings like pseudo-medieval D&D, they didn't seem appropriate for modern or Sci-Fi themed genres. Not to mention that the skill list was lengthy and while long lists work well is some TTRPGS, they were just rehashes of D&D 3e skills and the inclusion of some was annoying. Hit Points were the biggest problem though -just way too easy for PCs (many of which had no armor protection) to shrug off damage from modern firearms.</p><p></p><p>I discovered True20 4 years after I bought d20M and the same players that didn't like d20M classes were fine with its broader, more open 3 core Roles/classes. It also didn't have class-restricted skills and instead had some class/role-favored feats, which as a core mechanic to differentiate PCs, was much more effective. T20 also avoided the easy shrugging off of damage with a wound system and got away from the confusion of d20M's lethal vs non-lethal, by having parallel wound tracks for both damage types. It wasn't long before my players and I left d20M behind in favor of T20. </p><p></p><p>I'm still open to new takes on d20 play mechanics for adventuring in modern era settings, but any such new TTRPG would have to address the shortcomings I experienced with d20M. I did eventually buy the the Ultramodern 5e PDF, but I didn't get past the convoluted PC creation process before deleting it from my hard drive. I'm probably going to be out for subscribing to this kick starter, but I'm curious if it avoids what I experienced as weak points in d20M?</p></blockquote><p></p>
[QUOTE="kronovan, post: 8579507, member: 6775134"] The things I disliked about d20 Modern were the classes, skills and Hit Points. None of my players found the classes (Fast, Tough, Smart, Dedicated, etc.) particularly inspiring. My players and I also felt that class-restricted skills were out of place for a generic TTRPG. While they can work in some settings like pseudo-medieval D&D, they didn't seem appropriate for modern or Sci-Fi themed genres. Not to mention that the skill list was lengthy and while long lists work well is some TTRPGS, they were just rehashes of D&D 3e skills and the inclusion of some was annoying. Hit Points were the biggest problem though -just way too easy for PCs (many of which had no armor protection) to shrug off damage from modern firearms. I discovered True20 4 years after I bought d20M and the same players that didn't like d20M classes were fine with its broader, more open 3 core Roles/classes. It also didn't have class-restricted skills and instead had some class/role-favored feats, which as a core mechanic to differentiate PCs, was much more effective. T20 also avoided the easy shrugging off of damage with a wound system and got away from the confusion of d20M's lethal vs non-lethal, by having parallel wound tracks for both damage types. It wasn't long before my players and I left d20M behind in favor of T20. I'm still open to new takes on d20 play mechanics for adventuring in modern era settings, but any such new TTRPG would have to address the shortcomings I experienced with d20M. I did eventually buy the the Ultramodern 5e PDF, but I didn't get past the convoluted PC creation process before deleting it from my hard drive. I'm probably going to be out for subscribing to this kick starter, but I'm curious if it avoids what I experienced as weak points in d20M? [/QUOTE]
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