Viktyr Gehrig
First Post
Currently, one-half of the big, ambitious campaign I'm running is d20 Modern. (I modified the rules slightly to use it as a system base for Star*Drive.)
My next planned campaign is going to be d20 Modern as well, using the Four Color to Fantasy rules to play a superhero game, about halfway between Four Color idealism and the bleak deconstructionism of the Eighties and Nineties. (With a little bit of espionage and intrigue, plus some bits of surreal insanity to make a well-rounded superhero world.)
In general, I vastly prefer the d20 Modern system to either version of d20 D&D-- though, some of the 3.5 changes have drifted into my game, like the Damage Reduction rules. The more generic class system is a big improvement in my eyes, with the base classes allowing a very fluid, organic development and the advanced classes providing the focus and direction that is more familiar to devotees of level-and-class games. The Massive Damage Threshold is both more exciting, and, in my opinion more exciting than either classic hit points or "death spiral" systems. Also, because every character gains a new special ability or feat each level, there's not as much boredom in waiting for cool new abilities.
My next planned campaign is going to be d20 Modern as well, using the Four Color to Fantasy rules to play a superhero game, about halfway between Four Color idealism and the bleak deconstructionism of the Eighties and Nineties. (With a little bit of espionage and intrigue, plus some bits of surreal insanity to make a well-rounded superhero world.)
In general, I vastly prefer the d20 Modern system to either version of d20 D&D-- though, some of the 3.5 changes have drifted into my game, like the Damage Reduction rules. The more generic class system is a big improvement in my eyes, with the base classes allowing a very fluid, organic development and the advanced classes providing the focus and direction that is more familiar to devotees of level-and-class games. The Massive Damage Threshold is both more exciting, and, in my opinion more exciting than either classic hit points or "death spiral" systems. Also, because every character gains a new special ability or feat each level, there's not as much boredom in waiting for cool new abilities.