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First time in the modern world.

Hello again, im bumping this back again to ask a quick question. Ive had a look at the books mentioned, and the one that seemed to sound right was D20 future. My question, is this a stand alone book with all the required rules, or do I need D20 modern as well?

Thanks again eveybody
 

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The Edge said:
Hello again, im bumping this back again to ask a quick question. Ive had a look at the books mentioned, and the one that seemed to sound right was D20 future. My question, is this a stand alone book with all the required rules, or do I need D20 modern as well?

Thanks again eveybody

No. It's a suppliment to D20 Modern.

T20 (D20 Traveller) would be another good system to look at.

The D20 Modern/D20 Future combo is not too bad, but the Future rules do have a few quirks.

Spycraft 2.0 I'd highly recommend. There's a lot of sci-fi near-future gadgetry included (A cyberpunk game using SC2 as is), and the rest is very easy to add (I'm currently preparing to run a Star Wars game using SC2).
 


Ok, a suplement, I thought it was but had to check.

Pbartender said:
The D20 Modern/D20 Future combo is not too bad, but the Future rules do have a few quirks.

What kind of quirks?

Thanks for the speedy reply, this place is great. :)
 

The Edge said:
What kind of quirks?

Off the top of my head... Space combat, for example, uses practically the exact same rules as ordinary D&D character-scale combat. No real fancy maneuvers, just move, double move, attack, 500 ft shift, blah, blah, blah -- Many, but not all, of the standard D&D combat actions, but with spaceships instead of characters and melee weapons completely removed. That makes it really easy to learn, but it also makes space combat pretty boring.
 

The Edge said:
What kind of quirks?
A number of gamers have expressed reservations about the ability-Plus feats (Strong-Plus, Tough-Plus, Smart-Plus, et cetera) as being overpowered and a bit too superhero-ish.

The Future AdCs tend to be somewhat more powerful than the standard AdCs.
 

The Edge said:
What kind of quirks?

Another I just remembered... The relationship between starship weapon damage and starship hit ponts is out of whack. Weapons do too little damage and starships have too many hit points, making space combats not only dull, but lengthy to boot.

Any space combat inevitably devolves into two starships facing each off at 1000', and trading broadsides, until one of them blows up.
 

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