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Giving d20 Modern a Try...Anything I Should Know?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5029075" data-attributes="member: 710"><p>From my experience:</p><p>- Using the Cover rules as is can make for long, frustrating combats. </p><p>That's what happened in our "Post-Apocalyptic" campaign, at least. We changed it to cover granting damage reduction against ranged attacks. Not a perfect solution, but people constantly shooting each other without anyone hitting can get boring - mixed with the occassionally lucky roll, which then tends to be mostly problematic for player characters (because they are shot at more often than individual NPC, having to survive multiple battles).</p><p>Please note that all these effects were probably magnified in this campaign: </p><p>- We had to rely on Pistols for quite some time, so in addition to cover, range factored in constantly. An enemy with a rifle was not only very dangerous, but also a tempting target. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>- We were playing an online game. </p><p></p><p>- Ultimiately I think that most class talents are weak or boring, sometimes both. The Charismatic Hero has some nice buff options, but resolving them involves spending an action, rolling against a static DC with your Charisma bonus, and then you grant a short-term benefit to the party.</p><p></p><p>The Strong Hero's "Melee Smash" talent tree is effective in getting you damage bonuses, but it's not very exciting. And you can take it three times.</p><p></p><p>After 3E magic, 4E powers or Star Wars Saga class talents and force powers, I think this can lead to an underwhelming experience. </p><p>I think if there was something to redesign in d20 Modern, I might start with the talent system and make it a little more consistent and also stronger. </p><p></p><p>---</p><p></p><p>That said, I have had quite a few entertaining d20 modern campaigns. It is a change of pace to a "standard" fantasy campaign, and I definitely had and have the right group for these campaigns. </p><p></p><p></p><p>An idea I was always tempted by was playing d20 Modern "Gestalt" heroes. A player picks one "physical" class (Strong, Fast or Tough) and one "mental" class (Smart, Dedicated, Charismatic). This way, you get charcters with a decent combat ability and a decent out-of combat role. That is something that might be problematic, depending on group and play style.</p><p></p><p>I came "close" to this by playing a Smart/Strong hero which I found very neat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Generally, multiclassing in d20 Modern can be a very good idea.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5029075, member: 710"] From my experience: - Using the Cover rules as is can make for long, frustrating combats. That's what happened in our "Post-Apocalyptic" campaign, at least. We changed it to cover granting damage reduction against ranged attacks. Not a perfect solution, but people constantly shooting each other without anyone hitting can get boring - mixed with the occassionally lucky roll, which then tends to be mostly problematic for player characters (because they are shot at more often than individual NPC, having to survive multiple battles). Please note that all these effects were probably magnified in this campaign: - We had to rely on Pistols for quite some time, so in addition to cover, range factored in constantly. An enemy with a rifle was not only very dangerous, but also a tempting target. ;) - We were playing an online game. - Ultimiately I think that most class talents are weak or boring, sometimes both. The Charismatic Hero has some nice buff options, but resolving them involves spending an action, rolling against a static DC with your Charisma bonus, and then you grant a short-term benefit to the party. The Strong Hero's "Melee Smash" talent tree is effective in getting you damage bonuses, but it's not very exciting. And you can take it three times. After 3E magic, 4E powers or Star Wars Saga class talents and force powers, I think this can lead to an underwhelming experience. I think if there was something to redesign in d20 Modern, I might start with the talent system and make it a little more consistent and also stronger. --- That said, I have had quite a few entertaining d20 modern campaigns. It is a change of pace to a "standard" fantasy campaign, and I definitely had and have the right group for these campaigns. An idea I was always tempted by was playing d20 Modern "Gestalt" heroes. A player picks one "physical" class (Strong, Fast or Tough) and one "mental" class (Smart, Dedicated, Charismatic). This way, you get charcters with a decent combat ability and a decent out-of combat role. That is something that might be problematic, depending on group and play style. I came "close" to this by playing a Smart/Strong hero which I found very neat. ;) Generally, multiclassing in d20 Modern can be a very good idea. [/QUOTE]
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