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"Fixing" d20 Modern - The Definitive Thread
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<blockquote data-quote="Steel_Wind" data-source="post: 5490902" data-attributes="member: 20741"><p>I also think that the problems with d20 Modern were largely all fixed in <em>Star Wars: Saga Edition</em>. SW:SE is in almost every respect a vastly better system.</p><p></p><p>As between them, I would take SW:SE where SW:SE and d20Modern rules were in conflict. </p><p></p><p>The universal condition track implemented in SW:SE is one of its best mechanics and I think it will work GREAT in a d20Modern/Future setting.</p><p></p><p>This is not a small point, as the cover rules and movement rules in SW:SE make for a significantly more dynamic game in terms of fire and movement and the effect of grenades in the game. This is especially so where you have people flipping over tables and taking cover -- and can then use the target cover options in SW:SE to target the table the foes is behind to take out his cover -- then go after him.</p><p></p><p>And I agree with the suggestion to incorporate CMB/CMD from Pathfinder. A1. I'd be inclined to keep the Skill Challenge system presented in Galaxy of Intrigue, too -- though this may not be to everyone's liking or expectations.</p><p></p><p>However, I do foresee a problem with going with Action Points by hijacking the Force Point and, potentially, Destiny Point system from SW:SE for that purpose. </p><p></p><p>"Force point" mechanics are probably okay to use for an Action Point system, but Destiny Points, on the other hand, can lead your gameplay into areas you simply may not want to visit.</p><p></p><p>Destiny points are an automatic hit or an automatic miss on essentially everything in the game. While they can be countered by Destiny Points available to a heroic villain, by using them, the inevitable result is that your game will become <span style="color: Orange"><em><strong>a LOT more cinematic</strong></em></span> with Destincy Points than it will without it.</p><p></p><p>This may suit the expectations of the players and the GM completely. If so - GREAT. No problem.</p><p></p><p>But if someone is looking for a more grim n gritty d20 Modern game, then leaving the Force Point (possibly) and the Destiny Point mechanic (certainly) out of the game is probably best.</p><p></p><p>It all depends on the type of game you are looking for.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5490902, member: 20741"] I also think that the problems with d20 Modern were largely all fixed in [I]Star Wars: Saga Edition[/I]. SW:SE is in almost every respect a vastly better system. As between them, I would take SW:SE where SW:SE and d20Modern rules were in conflict. The universal condition track implemented in SW:SE is one of its best mechanics and I think it will work GREAT in a d20Modern/Future setting. This is not a small point, as the cover rules and movement rules in SW:SE make for a significantly more dynamic game in terms of fire and movement and the effect of grenades in the game. This is especially so where you have people flipping over tables and taking cover -- and can then use the target cover options in SW:SE to target the table the foes is behind to take out his cover -- then go after him. And I agree with the suggestion to incorporate CMB/CMD from Pathfinder. A1. I'd be inclined to keep the Skill Challenge system presented in Galaxy of Intrigue, too -- though this may not be to everyone's liking or expectations. However, I do foresee a problem with going with Action Points by hijacking the Force Point and, potentially, Destiny Point system from SW:SE for that purpose. "Force point" mechanics are probably okay to use for an Action Point system, but Destiny Points, on the other hand, can lead your gameplay into areas you simply may not want to visit. Destiny points are an automatic hit or an automatic miss on essentially everything in the game. While they can be countered by Destiny Points available to a heroic villain, by using them, the inevitable result is that your game will become [COLOR=Orange][I][B]a LOT more cinematic[/B][/I][/COLOR] with Destincy Points than it will without it. This may suit the expectations of the players and the GM completely. If so - GREAT. No problem. But if someone is looking for a more grim n gritty d20 Modern game, then leaving the Force Point (possibly) and the Destiny Point mechanic (certainly) out of the game is probably best. It all depends on the type of game you are looking for. [/QUOTE]
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