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Help me like D20 Modern/D20 Future/D20 Past
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<blockquote data-quote="Vigilance" data-source="post: 2970935" data-attributes="member: 4275"><p>I think the thing I have come to like most about d20 Modern, over time, is the interaction between the base and advanced classes.</p><p></p><p>One thing that this allows is for a great deal of variation within popular advanced classes, such as the soldier.</p><p></p><p>A Fast/Soldier will have higher Defense, a Strong/Soldier better Base Attack Bonus and melee skills, a Strong/Soldier more hit points and so forth. It allows for an entire party to be built around a single class without every character feeling similar. </p><p></p><p>Of course this helps with NPCs as well.</p><p></p><p>On the subject of Massive Damage, it's still pretty meaningful, even at high levels. Keep in mind, though the save is easy at high levels, a single failed save and you're in a world of hurt, hurt which, depending on the level of healing available, could last a *long* time. </p><p></p><p>So while I've played with grittier options in the past, I usually choose to leave the rules as is. One thing to realize is that even if you only fail on a 5 or less, that's still one failure for every 4 MDT saves, and given the amount of combat in most campaigns, that's significant. </p><p></p><p>And of course in campaigns without a lot of combat, characters might not worry about a high Con score, which makes saves more frequent when there *IS* combat. </p><p></p><p>It's a very elegant, infinitely adaptable system, in the hands of a GM who plays to its strengths.</p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 2970935, member: 4275"] I think the thing I have come to like most about d20 Modern, over time, is the interaction between the base and advanced classes. One thing that this allows is for a great deal of variation within popular advanced classes, such as the soldier. A Fast/Soldier will have higher Defense, a Strong/Soldier better Base Attack Bonus and melee skills, a Strong/Soldier more hit points and so forth. It allows for an entire party to be built around a single class without every character feeling similar. Of course this helps with NPCs as well. On the subject of Massive Damage, it's still pretty meaningful, even at high levels. Keep in mind, though the save is easy at high levels, a single failed save and you're in a world of hurt, hurt which, depending on the level of healing available, could last a *long* time. So while I've played with grittier options in the past, I usually choose to leave the rules as is. One thing to realize is that even if you only fail on a 5 or less, that's still one failure for every 4 MDT saves, and given the amount of combat in most campaigns, that's significant. And of course in campaigns without a lot of combat, characters might not worry about a high Con score, which makes saves more frequent when there *IS* combat. It's a very elegant, infinitely adaptable system, in the hands of a GM who plays to its strengths. Chuck [/QUOTE]
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