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"Fixing" d20 Modern - The Definitive Thread
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<blockquote data-quote="ValhallaGH" data-source="post: 5061981" data-attributes="member: 41187"><p>I agree with your lists and would add:</p><p>- NPCs are too good. Mook gang-bangers that don't even get a name are as good or better than SWAT-trained PCs. Largely this is because the Elite Array was applied to <strong>everything</strong>.</p><p>- Guns are too anemic. They rarely, if ever, come close to dropping a foe in one attack; I'm okay with them rarely dropping a PC, but PCs are more likely to be dropped in one shot than the nameless mooks.</p><p>- Flying Kicks kill tanks. ... That just makes my brain hurt.</p><p>- Not enough skill points. It takes about 13 levels to become a well-rounded adventurer, and with that build you've got maybe one skill that's close to max ranks.</p><p>- Not enough feats. Given the feat-intensive nature of the system, there are not enough feats (not even over 20 levels) to fulfill the base concept of a chracter <em>and </em>spend a few on additional proficiencies or combat options.</p><p>- Poor Class definition. The classes are very poorly described and defined, which has lead to much player confusion. Mapping them to problem-solving style (which they are), or archetype (which they are not), or combat style (which they are not) would go a long way towards fixing that.</p><p></p><p>There are other issues that I have but those are the ones that I always remember and haven't already been mentioned.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5061981, member: 41187"] I agree with your lists and would add: - NPCs are too good. Mook gang-bangers that don't even get a name are as good or better than SWAT-trained PCs. Largely this is because the Elite Array was applied to [B]everything[/B]. - Guns are too anemic. They rarely, if ever, come close to dropping a foe in one attack; I'm okay with them rarely dropping a PC, but PCs are more likely to be dropped in one shot than the nameless mooks. - Flying Kicks kill tanks. ... That just makes my brain hurt. - Not enough skill points. It takes about 13 levels to become a well-rounded adventurer, and with that build you've got maybe one skill that's close to max ranks. - Not enough feats. Given the feat-intensive nature of the system, there are not enough feats (not even over 20 levels) to fulfill the base concept of a chracter [I]and [/I]spend a few on additional proficiencies or combat options. - Poor Class definition. The classes are very poorly described and defined, which has lead to much player confusion. Mapping them to problem-solving style (which they are), or archetype (which they are not), or combat style (which they are not) would go a long way towards fixing that. There are other issues that I have but those are the ones that I always remember and haven't already been mentioned. [/QUOTE]
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