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Giving d20 Modern a Try...Anything I Should Know?
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<blockquote data-quote="ValhallaGH" data-source="post: 5026465" data-attributes="member: 41187"><p>Agreed. Not necessary but fantastic supplements that really enhance the system if you're willing to make the investment.</p><p> Yes and no. The system generates appropriate NPCs quickly and easily. <em>Once you get over the learning curve.</em> There's about five charts to memorize before the system starts to make sense. Once you get past that point it's great (and if you've played spycraft in the last 8 years you've passed that point) but until then it's just a confusing collection of letters and numbers.</p><p> Pretty much spot-on. Useful but not as universal as 1-4 (or 5 if you can figure it out).</p><p> Matters of taste and what you want out of the system. I disagree on both points but that's immaterial.</p><p>Note: I did see a nice option for Double Tap / Burst Fire. Anyone can do it, and it works as written in the feat; if you take the feat then the attack penalty goes away. (Any weapon that had reduced penalties instead provided a bonus to-hit due to putting out multiple bullets accurately.) DT / BF was my one complaint about automatic fire.</p><p> Eh. D20 Future is alright. Weapons Locker is good (Green Ronin's Ultramodern Firearms is better). D20 Apocalypse is pretty good in places and okay in others. D20 Past is crap; the designers copy/pasted from the 3.5 SRD instead of the Modern SRD, so there is no consistency or balance with the d20 Modern core rules. The expansions on each sub-line are pretty much par for their parent.</p><p></p><p>Newbie tips:</p><p>1. Massive Damage is a lot more common. Study and remember.</p><p>2. Talk to your players to make sure the campaign you're doing is the one they want to use.</p><p>3. Increasing skill points is a good thing. I (obviously) recommend using <a href="http://www.rpgnow.com/product_info.php?products_id=24732&it=1" target="_blank">skill groups</a>, but the simple problem is that there aren't enough skill points to be an action hero when there are over 50 skills.</p><p>4. Change concealment from a miss chance to an attack penalty. It makes the 20 / 20 / Miss not happen (and 20 / 20 / Miss was really lame). It also makes cover as good as concealment, instead of grossly inferior (RL: Cover is better).</p><p>5. Don't get too fiddly. 70% of the things that matter in the real world don't matter in the game system. So don't get too caught up in the small things.</p><p>6. Shotguns are not super. They work, and well, but they aren't "I Win" Cannons. Players are often surprised by this. You have been warned.</p><p></p><p>I've had a lot of success with d20 Modern and loved the system for many years with almost no house rules, so it can work. Have fun. Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5026465, member: 41187"] Agreed. Not necessary but fantastic supplements that really enhance the system if you're willing to make the investment. Yes and no. The system generates appropriate NPCs quickly and easily. [i]Once you get over the learning curve.[/i] There's about five charts to memorize before the system starts to make sense. Once you get past that point it's great (and if you've played spycraft in the last 8 years you've passed that point) but until then it's just a confusing collection of letters and numbers. Pretty much spot-on. Useful but not as universal as 1-4 (or 5 if you can figure it out). Matters of taste and what you want out of the system. I disagree on both points but that's immaterial. Note: I did see a nice option for Double Tap / Burst Fire. Anyone can do it, and it works as written in the feat; if you take the feat then the attack penalty goes away. (Any weapon that had reduced penalties instead provided a bonus to-hit due to putting out multiple bullets accurately.) DT / BF was my one complaint about automatic fire. Eh. D20 Future is alright. Weapons Locker is good (Green Ronin's Ultramodern Firearms is better). D20 Apocalypse is pretty good in places and okay in others. D20 Past is crap; the designers copy/pasted from the 3.5 SRD instead of the Modern SRD, so there is no consistency or balance with the d20 Modern core rules. The expansions on each sub-line are pretty much par for their parent. Newbie tips: 1. Massive Damage is a lot more common. Study and remember. 2. Talk to your players to make sure the campaign you're doing is the one they want to use. 3. Increasing skill points is a good thing. I (obviously) recommend using [url=http://www.rpgnow.com/product_info.php?products_id=24732&it=1]skill groups[/url], but the simple problem is that there aren't enough skill points to be an action hero when there are over 50 skills. 4. Change concealment from a miss chance to an attack penalty. It makes the 20 / 20 / Miss not happen (and 20 / 20 / Miss was really lame). It also makes cover as good as concealment, instead of grossly inferior (RL: Cover is better). 5. Don't get too fiddly. 70% of the things that matter in the real world don't matter in the game system. So don't get too caught up in the small things. 6. Shotguns are not super. They work, and well, but they aren't "I Win" Cannons. Players are often surprised by this. You have been warned. I've had a lot of success with d20 Modern and loved the system for many years with almost no house rules, so it can work. Have fun. Good luck. [/QUOTE]
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