Modern d20 RPG

Ranger REG said:
Then I should not suggest Adventure! d20 to you.

Why not ? I've just read malladin's review (http://www.enworld.org/reviews/index.php?sub=yes&where=active&reviewer=malladin&product=AD), and it has potential.

I'll have to take a good look at it. Please answer a few questions for me:

Is it print or PDF ?
The setting seems very precise; would you say you can still use it for a generic modern adventure ?
Are the classes single classed ?
Does it use VP/WP ?
How is the wealth system ? Is it simple cash ?
It is a "pulp" game. Does the technology (equipment) matches today's standards, or is it some kind of 60's gear ?
The classes; Aristocrat, Entertainer, Investigator, Scholar, Scoundrel and Warrior. Does any-one has some ability to "cure" wounds ?
 

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Hey Trainz.

I have many of the same problems as you - the biggest is the classes however. My players can't get into the classes because of the stat-base system, and they end up feeling even more meta-game than the classic D&D classes. At least for my players. They laugh when trying to pick a class or set of classes (Strong hero? yer kidding right?).

What we have done is replaced them all with a single class for our CyberPunk setting. You pick a number of class skills, and pick and choose from the talents lists as you level up. Of course, we are going a bit further, and have them using the weak BAB but adopting the combat skills from the Anime SRD.
 

You could just start out at a higher level, which I think is the assumption int he rulebook, though I could be wrong.

Jason
 

You could also look at Savage Worlds. It's NOT a d20 system, so it doesn't pass in that regard. But it's a great, flexible, universal system. Eveyone who uses it (including myself) sings its praises. See http://www.peginc.com.
 

HellHound said:
Hey Trainz.

I have many of the same problems as you - the biggest is the classes however. My players can't get into the classes because of the stat-base system, and they end up feeling even more meta-game than the classic D&D classes. At least for my players. They laugh when trying to pick a class or set of classes (Strong hero? yer kidding right?).

What we have done is replaced them all with a single class for our CyberPunk setting. You pick a number of class skills, and pick and choose from the talents lists as you level up. Of course, we are going a bit further, and have them using the weak BAB but adopting the combat skills from the Anime SRD.

That sounds good. Thanks for the ideas. I think I might do something similar.
 

Have you looked at d20 Call of Cthulhu? It is a "classless" d20 modern game in which characters select a suite of class skills that reflect a certain emphasis. I believe that would be pretty easy to customize to suit your needs. It's very easy to drop the horror trappings and use it as a straight modern d20 game. And it uses cold hard cash instead of the Wealth system.

Now personally I think you're CRAZY - I like d20 Modern's class and Wealth systems very much, though I do agree that the vehicle rules could use some help - but it's an option. I would be willing to be you can find a used copy of d20 CoC pretty easy, as it's out-of-print.

Good luck!

:)
 


The great genius of d20 Modern was that it seems to have been designed from the ground up to slap the d20 community upside the head and scream in its collective ear:
"Your class is just a package of abilities! It's not your job, your identity or, God forbid, your personality!"

Classes are a PURELY metagame consideration, multiclassing is NOT munchkin, and d20 Modern does it's poor, lonely best to tell people this. Sadly, it fails in more cases than it succeeds. :(

However, if you want modern(ish) roleplaying with base classes (:P), Mongoose's OGL Steampunk has a nice collection of flexible, Modern-compatible classes.
 


Trainz said:
Why not ? I've just read malladin's review (http://www.enworld.org/reviews/index.php?sub=yes&where=active&reviewer=malladin&product=AD), and it has potential.

I'll have to take a good look at it. Please answer a few questions for me:

Is it print or PDF ?
Print. Published by White Wolf and Sword & Sorcery. Part of the Trinity Universe line, which debuted as a Storyteller Sytem product.


Trainz said:
The setting seems very precise; would you say you can still use it for a generic modern adventure ?
Honestly, as with fantasy genre, modern genre varies as well. Trying to find something universal is very limiting, at least in the market.

So, you're going to have to be very specific as to what "flavor" of modern campaign you want to run. Otherwise, your best bet for you or for any individual is to research a lot to make up your own "alternate modern Earth" setting.

As for Adventure! d20, it's based on pulp genre of the 1920's & 30's. Think Sky Captain and the World of Tomorrow, The Rocketeer, Sir Arthur Conan Doyle's The Lost World & Tarzan, Indiana Jones, etc.


Trainz said:
Are the classes single classed ?
If you mean class by archetype/career/profession such as a soldier? Yes.

Trainz said:
Does it use VP/WP ?
Nope. It uses standard HP system. The publisher want to market the product to a much larger audience: owners of Player's Handbook.

But if you happen to be well-versed with VP/WP (either by Star Wars, Spycraft, SG-1, or own the D&D Unearthed Arcana book), you shouldn't have any problem converting.


Trainz said:
How is the wealth system ? Is it simple cash ?
Nope, it is based on d20 Modern wealth system.

Trainz said:
It is a "pulp" game. Does the technology (equipment) matches today's standards, or is it some kind of 60's gear ?
Think earlier. Pulp genre are typically stories set in the 1920's. The setting in the book is set for the mid-20's.


Trainz said:
The classes; Aristocrat, Entertainer, Investigator, Scholar, Scoundrel and Warrior. Does any-one has some ability to "cure" wounds ?
Only the scholar have Heal skill. If you want, you may wish to invest in one of the templates: Superhuman and Psychic (Daring is the third one but may not be your worth if you're making a "healer" type character). Either can give you a Knack (special ability, usually unnatural) to "cure" wounds.
 

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