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Mental classes in D20 Modern?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 1642098" data-attributes="member: 1165"><p>What I meant was that the rules for combat are, well, useable. (Not that any rules are perfect.) They work whether you wanted to use D20 Modern to run Lord of the Rings, the Last Samurai, Hong Kong Knights, Delta Force or almost anything else.</p><p></p><p>The rules for a lot of the skills are also useable.</p><p></p><p>The rules for social skills are less useable - not that this is so bad. Usually GMs insist you role play your character interactions. However, this devalues the social skills (and then your Tough Hero might be nearly as good as the Charismatic hero in a social situation).</p><p></p><p></p><p></p><p>Yes. This is why I was talking about the Plan talent - since I didn't know how it was used (until the clarification) I couldn't be sure the Smart could contribute as well as a Charismatic Hero in a combat situation.</p><p></p><p>Now I know they can. Perhaps not as well, but they still can.</p><p></p><p>As for the Charismatic, although I stated he was "weak" (low BAB, low Defense, low hit points) I had no problem visualizing how he could use his talents to contribute (and be an equal team player).</p><p></p><p></p><p></p><p>I said, at first, that they weren't, <em>but</em> the problem may have been misinterpreting the talents. It turns out the Plan talent is a lot more useful than I thought.</p><p></p><p>Which means mental heroes do have a place in combat.</p><p></p><p></p><p></p><p></p><p>No, not being "cute". You forget to take damage into account <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The Strong/Soldier gets to do +4 bonus damage (whereas the fighter gets to do only +2). Of course, the fighter gets a lot more feats, including the free ones for first level.</p><p></p><p>No, I don't see why you wouldn't entertain taking the Armor feats if you're a Strong character. They're really good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There are a lot of feats that would be nearly "required" if you're going down a particular path.</p><p></p><p></p><p></p><p>Tha'ts not really what I was thinking about when I was talking about combat. A total-combat game would probably be less fun for some classes (not to mention some players) but I was thinking about a game in which there <em>is</em> some combat. In such a game, the mental classes should be able to do something.</p><p></p><p>And as Rich Redman took the time to clarify the Plan talent (and Knowledge (tactics)), I see how the Smart would be useful in combat.</p><p></p><p></p><p></p><p>Yes, I have no disagreement with this.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 1642098, member: 1165"] What I meant was that the rules for combat are, well, useable. (Not that any rules are perfect.) They work whether you wanted to use D20 Modern to run Lord of the Rings, the Last Samurai, Hong Kong Knights, Delta Force or almost anything else. The rules for a lot of the skills are also useable. The rules for social skills are less useable - not that this is so bad. Usually GMs insist you role play your character interactions. However, this devalues the social skills (and then your Tough Hero might be nearly as good as the Charismatic hero in a social situation). Yes. This is why I was talking about the Plan talent - since I didn't know how it was used (until the clarification) I couldn't be sure the Smart could contribute as well as a Charismatic Hero in a combat situation. Now I know they can. Perhaps not as well, but they still can. As for the Charismatic, although I stated he was "weak" (low BAB, low Defense, low hit points) I had no problem visualizing how he could use his talents to contribute (and be an equal team player). I said, at first, that they weren't, [i]but[/i] the problem may have been misinterpreting the talents. It turns out the Plan talent is a lot more useful than I thought. Which means mental heroes do have a place in combat. No, not being "cute". You forget to take damage into account :) The Strong/Soldier gets to do +4 bonus damage (whereas the fighter gets to do only +2). Of course, the fighter gets a lot more feats, including the free ones for first level. No, I don't see why you wouldn't entertain taking the Armor feats if you're a Strong character. They're really good :) There are a lot of feats that would be nearly "required" if you're going down a particular path. Tha'ts not really what I was thinking about when I was talking about combat. A total-combat game would probably be less fun for some classes (not to mention some players) but I was thinking about a game in which there [i]is[/i] some combat. In such a game, the mental classes should be able to do something. And as Rich Redman took the time to clarify the Plan talent (and Knowledge (tactics)), I see how the Smart would be useful in combat. Yes, I have no disagreement with this. [/QUOTE]
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