Modern Player's Companion

RodneyThompson

First Post
The Modern Player's Companion is the third release from The Game Mechanics, and their first for the d20 Modern game. Though both of the Mechanics' previous products have shown ingenuity and a creative outlook on a particular topic, this more generic sourcebook seems to be more along the lines of a book that will be appreciated by all players of the target game, and not just ones looking for information on a certain subject.

The premise of the book is simple: more character options. To this end, the book accomplishes what it sets out to do admirably, though not much more than that. It seems strange to be left wanting by a book that does exactly what it says it's going to do, but that's exactly how I feel about this book. I want more; fortunately, a followup volume has been announced. More on this later.

The introduction to the book shows a good deal of insight into the mindsets of d20 Modern GMs and players. One of the nice aspects of the book is that it is written in an almost conversational tone, as though Stan! were actually telling me all the things in the book. The introduction gears readers up for a book on characters, and then jumps right in. Chapter 1 contains two sections, one on backgrounds and one on class combinations. The first section provides some more specific backgrounds in the place of the generic ones provided by the d20 Modern book, and will be just what players of these characters types need to more accurately represent their characters. The second section, on class combinations, is one something I think is absolutely necessary in the d20 gaming scene. D&D already suffers from "Prestige Class Avalanche" as I like to call it: if you want a prestige class, prepare to wade through an avalanche of sourcebooks to find one that you like. By presenting class combinations, which use only the 6 base classes to illustrate a given concept, players and GMs are put in the mindset that the base classes can be used to accomplish things that many people would automatically assume an advanced class is needed for. This is absolutely the right philosophy, and one the d20 Modern core book didn't drive home hard enough to most d20 gamers. It is my hope that other publishers will take a queue from this book and present some more class combinations rather than crank out yet another advanced class.

Having said that, the next chapter on advanced classes contains some real winners, and some I'm a little iffy on. First, let me make it clear that the classes are all very balanced and none seem broken. My distaste for some of the classes only stems from a question of whether or not an advanced class was really needed. Of the ones presented here, there are three that are absolutely indispensible. The Adept is basically a cast-on-the-fly magic user for the modern world, and a sorely needed addition (who ever heard of modern magic users needing spellbooks, anyways?). The Dead Shot is this book's version of the sniper, and does for longarms what the gunslinger does for pistols (as far as providing a specialized class). The Gentle Warrior is a new type of martial artist that focuses on defensive and more reactive martial arts as opposed to the kick-butt stylings of the Martial Artist class from d20 Modern. The last class is particularly cool to me, as it presents a new take on an archetype that is not only frequently glossed over but also stereotyped into action movie combatants.

The feats chapter is next, and includes a good number of new feats. I'm of mixed opinions about this chapter. On the one hand, there are several new non-combat feats, which thrills me. In writing a few articles for Polyhedron, the biggest problem I ran into is that after a while the feat selections for high level characters started to blur together. Noncombat feats are so much harder to come by than combat feats that seeing several appear in this volume makes it worth picking up. The downside to the chapter is that several of the feats are reprinted from Green Ronin's Ultramodern Firearms; though it's nice to see collaboration between the two companies (Green Ronin will also be publishing print versions of TGM products), I already own Ultramodern Firearms and would prefer to see the space used for new material.

The equipment chapter is an absolute treat for GMs and players that don't spend eons micromanaging their personal gear. While there are several new items listed, particularly in the realms of containers and computer equipment, it is the selection of equipment packages that makes the chapter really great. Easy-to-purchase bundles of equipment help make character creation a quick process, and optional additions to each one help expand the options to allow for some customization. The only drawback is that only 4 packages are presented, where one could easily imagine a package for almost every occupation and background. Still, they are quite nice if you're not sure what kind of gear you want for your character in advance.

Once again, the PDF team has done a stellar job. Full use is made of bookmarks and copy-protection has been removed to allow for easy copy-paste of material, which pleases many who wish to use the information in their games. The nice part is that almost the entireity of the book is Open Gaming Content, meaning the stuff inside can be used by others to flesh out characters in other supplements. The artwork is superb and definitely feels like it comes from the same vein as the d20 Modern book. Formatting makes good use of space without egregious white space (though there are a few notable exceptions). The side border and covers are intended to fit a computer theme, which helps distinguish the product as intended for modern scenarios. The only problem is that at close examination some of the border edges seem a little pixellated, but that is nitpicking most reader's won't notice.

Overall, the book is solid and accomplishes its goals well. The book seems to be concerned heavily with the character creation process, and I would have liked to have seen more along the lines of gameplay material (new uses for skills, etc.). Fortunately, a second volume has already been promised, and here's hoping that fan feedback will help shape the next book. A very crunchy-bits-heavy book, the Modern Players Companion will not disappoint anyone looking for new character options for d20 Modern. At only $5 for a full-color supplement, this book is an absolute steal for modern gamers.
 

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When Wizards of the Coast released the d20 Modern Roleplaying Game, a whole new world opened up for fans of the d20 System—our world! Suddenly it was possible to use the world's most popular roleplaying game to create high-tech espionage, 21st century crime drama, and alternate history adventures (just to name a few). But the modern world is a big place, so big that no book, no matter how well conceived and crafted, can cover it all.

The Modern Player's Companion is a supplement for anyone who enjoys d20 System roleplaying in a modern setting. It focuses on providing supplemental material to enhance the choices available to players during character creation. Inside you'll find more starting occupations to help give your characters exactly the type of background you always envisioned. You'll also find new advanced classes and feats for use in just about any modern roleplaying setting. And you'll find both new equipment and a series of "equipment packages"—pre-selected groups of equipment suited for various archetypal characters and bundled for several starting Wealth scores—designed to increase the speed and ease of character creation when your GM is not around.
Clinton Bell, Opinion Maker

The Modern Player's Companion also discussions on why parts of the game function the way they do, written by a member of the original d20 Modern Roleplaying Game design team. What abilities are appropriate for a starting occupation? How can you use the base classes to model real world careers and character types? What is the difference between a collection of base class levels and an advanced class?
 

Disclaimer: This is not (yet) a playtest review, but will be as soon as I can convince my players to jump to a Modern campaign.

Format: This is a 37 page PDF, which includes two pages of covers (front and back), a title page, and the OGl, so there are 33 pages of content.

Layout is very good, with a nominal, half-grayed-out circuit-boardey themed border alternating between left and right, as though this were meant to be printed and bound in a standard book-style format. There are occasional gaps of white space, at the ends of chapters, which is fine for a print product but was a bit disconcerting on my computer screen.

Unlike their earlier products, this one has the copy/paste setting turned to 'ON', which, in my mind at least, increases their usability greatly.

Writing, by Stan!, is of a style that is clear and un-ambiguous, and has a familiar tone to it. Without talking down to the reader, he makes it very easy to grasp the concepts. Stan! seems like an old friend and gaming buddy just explaining the new material. It also includes a number of sidebars that add extra detail and reasoning behind some of the design decisions. This is one of the best parts of the product.

Art is pretty good, and fits into the "Modern" style

A review, chapter by chapter:

Chapter One: Characters
There are two sections to this chapter, New Occupations and Class Combinations. New occupations are exactly what they sound like, more background occupations that you may select from when your character is first level. These are pretty good, although I don't see a lot of PC's coming from a Domestic (butler/maid/chauffer) background - great for NPC's, though.

Class Combinations is an inspired idea. Instead of writing an advanced class for every profession on earth, this section breaks out a ten-level progression for a number professions based solely on the core six classes. This section is both useful and truly showcases the versatility of the basic system. I would like to see more of this, both from TGM and from other Third Parties.

Chapter Two: Advanced Classes
A number of new Advanced classes, some of which are pretty good, some of which are a little problematic. I especially like the Adept and the Gentle Warrior. Adept is basically a Modern Sorcerer, while Gentle Warrior is a practicioner of the 'soft' martial arts (such as Aikido). Both fill what I saw as gaps in the spectrum of available classes.
The Criminologist and Profiler (both investigative types) seem to require a lot of input and foresight on the part of the GM, but that said, are very well written. If the GM can handle that sort of planning (or improvise well on the fly) then they would be very useful and interesting classes to take.
At least one of them seems a little redundant with a core class (Opinion Maker), and might be more suited for an NPC than a PC - although some of the class abilities are pretty cool.

Chapter Three: Feats
Of course, every new d20 product has feats. Most of these are pretty good. Some of them are a bit worrisome. Some of them are reprints from Ultramodern Firearms d20 by TGM's new partner, Green Ronin. (Personally, I am not a big fan of reprints of feats between sourcebooks - particularly from a sourcebook that is as popular and likely to be widely owned as UMF).

I very much like Back Off, Sidestep and the advanced Dodge feats, which all of which allow for some amount of increased mobility, or advance AC. Very much in concert with the Gentle Warrior Advanced class noted above.

However, there are two feats, Cross-training and Self-Improvement, which allow you to manipulate your attributes. Although the possible (positive) change to be gained by taking these feats is only +2 (by taking them both and applying them to one of the same attributes), and cross-training has a cost, I am worried about them, mostly on principal. As noted by the original game designers, giving a +1 bonus or penalty to anything makes it very easy to hide a penalty or boost a bonus - essentially gaining a +2 to the attribute for half the cost.

Chapter Four: Equipment
The first section of this chapter is pretty mundane - some interesting new survival equipment, and new luggage, but that is about all that is of interest here.
The second section is another really inspired idea - equipment packages. There are four packages listed out, Adventurer, Law Enforcement, Criminal, and Technician. Each has a list of common equipment, at four different price ranges, for characters and NPCs of those types. Most include weapons and a vehicle, and all the basics for that character type. The higher Priced packages contain all the stuff in the lower ranges, plus extras. (The adventurer, for example, has all the items that are written on every adventure's character sheet, right back to Bigby and Mordenkainen themselves - converted for modern times, of course).
The only criticisms I have of this section are:
a) an unclear sentance regarding the purchasing of the packages (which has been cleared up by Stan! on their message boards, and will be included in their errata.
b) Only Four?!? (particularly when this is one of the chapters that ends in a big white space!)



In addition to all of that, Stan! has compiled a list of the feats from this product, combined with UMF and the Core SRD feats, and made it available for download. It notably didn't include the feats from their Martial Arts Mayhem Preview, but I believe this will be fixed soon (if not already).

Overall, I give this product 5 out of five stars! - Great content, Great writing, a little unclear in places, but I really think it was $5 very well spent.
 

By Chris Sims, Staff Editor and Reviewer d20 Magazine Rack

Sizing Up the Target
Modern Player's Companion is a 37-page (including 2 for the cover and 1 for the OGL) PDF designed to add some spice to a d20 Modern campaign. You can get yours right now on RPG Now for $5, or wait until Green Ronin brings more Game Mechanics work to print.

First Blood
Modern Player's Companion is a good-looking PDF with lots of material crammed into its small profile. The design is fine, the illustrations attractive, and the content thoughtful. Stan! offers seven new occupations, nine class combinations, eight new advanced classes, twenty-five new feats (some of which appear in Ultramodern Firearms), and some new gear for your d20 Modern game.

Critical Hits
Excellent new occupations do exactly what Modern Player's Companion claims as its goal—enhance character creation. Not only are these occupations nice for a character's back-story, one wonders why they weren't in d20 Modern. Now your hero can be a bohemian from the Village or a tribesperson form the deep wilds of the Third World.

Stan! really hits on something with basic class combinations. The d20 Modern classes are so flexible and well designed that the need for advanced classes (think prestige classes and you get the general idea) is superfluous, unless a player wants a very sharp focus for his or her character. To this end, Modern Player's Companion shows you how you might come up with an archeologist (ala Indiana Jones), a journalist, or a member of a religious organization.

However, Modern Player's Companion proves the efficacy of the advanced class as well, bringing the sorcerer into d20 Modern with the adept (unfortunately, with the hidebound familiar class ability and weird tattoo ability). The gentle warrior is also an inspired class, with which Stan! really succeeded in creating a martial artist that can subdue opponents. Who can overlook the value of the profiler, an expert in sizing up a criminal from evidence, or a survivalist in a modern story?

Some of the feats are indispensable. Many others are too flavorful to ignore as part of character concepts. Moonlighter is especially thoughtful, allowing another starting occupation with some heavy prerequisite rules.

Finally, Stan! has come up with an ingenious way to equip your starting d20 Modern character with equipment packages. Instead of using the Wealth system as is in d20 Modern, and thus consuming a lot of time that could be used for play, a character can, based upon Wealth bonus, select a nice package of appropriate gear. Great work!

Critical Misses
Modern Player's Companion makes a few strange language gaffes. For example, the Tribal occupation reads, "Tribal societies are often (but not always) feudal in nature". No tribal society I know of uses the political and economic structure of Europe from the 9th to about the 15th century. Similar things occur with the use of the phrase "lay clergy" and other minor points. This type of thing is unexpected from a group of industry pros like the Game Mechanics.

While the class combinations are a good idea, they fall flat in a few areas. First, each only shows a progression to 10th level. Why? A 20-level progression would have been just as useful, if not more so. Further, Stan! sees fit to share with us how someone might create a bouncer or counselor. Does the idea of a "hero" really fall in line with 10 levels towards making a good bouncer or counselor?

The feats are good for the most part, but a few just don't seem beneficial. Code of Honor gives your character +4 to certain skill checks with persons who respect the same ethics, but –4 to the same rolls with persons who have and opposite moral tack. Where, exactly, is the benefit for having spent a feat? This is really a variant rule. Similarly, a couple feats allow the acquisition of ability score points—one allowing +1 to any two abilities for –2 to one ability (again, no real benefit), and the other essentially allowing +1 to an ability score for the price of a feat. Probably a bad idea.

Coup de Grace
Modern Player's Companion comes close to essential gear for a d20 Modern game. Coupled with its "less-than-lunch-money" price, this little gem really should be part of your d20 arsenal. If it's not obvious, I'll admit openly I had to dig for flaws. Someone, if not everyone, in your (modern) gaming group will use something from this tome regularly. Pick it up!

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to Fast Tracks at www.d20zines.com.
 



The Modern Player’s Companion is a post Urban Arcana supplement. In other words, this The Game Mechanics d20 modern supplement has advanced classes and prestige classes in it. We’re not quite at the many thousand supplemental classes that pepper the fantasy d20 landscape but if I hadn’t intended to review the Modern Player’s Companion I would have flicked through the new Advanced classes and Prestige classes here.

Advanced Classes include the Adept, Arcane Scholar, Bounty Hunter, Confidence Artist, Criminologist, Dead Shot, Enforcer, Fixer, Gentle Warrior, Hacker, Opinion Maker, Profiler, Survivalist and Transporter. Favourites would have to be the Confidence Artist and Criminologist, both strike me as great, plot heavy, classes and a good example of what might squeeze in between the basic classes and prestige classes.

Prestige Classes run the gambit of Commander, Dark Sage, Martial Arts Master, Master Tinker, Mentalist, Psionic Assassin and Silent Intruder. I’m not sure "favourite" is the right word to apply here. None of these classes really leapt out the page at me. I prefer the Silent Intruder though since the class does represent that highly focused set of expert skills and is nicely campaign neutral.

But what’s the point? I mean, why have classes in a player companion at all? Wouldn’t it be better if the class mechanic was as transparent as possible for the players? Or that prestige classes came into play when they naturally meet the story rather than because a player fancied Talent X? I might want the game to work that way but I’m probably in a game fascist minority. It might be a nice theory but in practise most players want to get their hands on the mechanics that affect them the most. Players want to see what goodies their characters can enjoy as they increase in levels. As someone once said, (Jan L.A. van de Snepscheut, in fact) "In theory, there is no difference between theory and practice. But, in practice, there is." Stan! (who beats Jan L.A. van de Snepscheut in the ‘who’s got the shortest name?’ contest) expertly exploits the practical truth of gaming. The Modern Player’s Companion is pitched squarely at players who want to give their characters more options. What’s the pitch to the GM? GMs should buy the book because that’ll please the players. If you dropped the Modern Player’s Companion it would go splat.

There are all sorts of splat. This particular splat is a strange substance because it’s been expertly polished by the Midas touch of Green Ronin and The Game Mechanics. That’s two good reasons to give the book a fair chance. I did find genuinely helpful rules and advice in the book. I’m going to use it in any D20 Modern game I run.

The good advice from Stan! comes in the form of sage experience and observation. We’re happy to play fantasy because we’re happy to lump knights, swashbucklers and pit fighters all into one fighter class. We don’t get to that with a modern setting though; we’re not happy to lump teachers, lawyers and librarians into one academic class. It’s a suspension of disbelief problem. We’re also encouraged not to run our games using a bean counting money system – stick with the abstract rules in D20 Modern. Doesn’t that sound like GM advice to you? Yeah, it probably is, but it’s good advice.

There are useful rules as well. There’s a set of nicely abstract rules for getting into debt and struggling to maintain a credit rating. Excellent stuff. This is a superb way of doing a gritty street level game, or a student game, or petty criminal game and keep the money in the forefront without it getting annoying.

The talent trees where D20 Modern’s innovation. It was fairly easy to predict we’d see 3rd party support for them. We have that much needed support here in the Modern Player’s Companion (and let’s face it, it seems we’re unlikely to see it from Wizards). There are only two talent trees for the Fast Hero in D20 Modern... not any more, now the Instinctive Tree makes it three. All the basic classes enjoy more talent options, even if not a complete tree.

New careers open up a few extra possibilities for players too. They’re just black and white confirmation of what an experienced author like Stan! feels are suitable mechanics for the new careers though. We’re all capable of listing dozens of "new" modern careers ourselves. The Modern Player’s Companion goes one step further. It is easy to just list careers and it’s not too much of a challenge to work out Wealth Bonuses, Reputation, Feats and Skills for them either. It is rather more tricky to then arrange levels of basic classes so characters can appear to progress in the career. The Modern Player’s Companion does this for us and it calls the class combinations Class Combos. Funny that. Here’s something of an example, the Rock Star Class Combo suggests the Charismatic Hero for levels one and two, with the Bonus Feat and Talent coming in with them, then the Fast Hero for level three and the Dedicated Hero at level four... and so on. The idea is that the combinations stack together to represent the career. Would you say a Pro Athlete was Fast, Strong or Tough? A combination of all three, of course, and the Class Combo for the career is a pretty good guide as to what that combination might be.

Magic. Feats. Equipment. Ammo. I want to mention to ammo and the magic. Really. I want to talk about ammo! Just a little. I know this is the sort of modern shtick gamers want their supplements to cater for. I know bugger all about guns myself (I’m British!) but will want them in my game. If I’m doing a James Bond style adventure (I’m British!) then I’ll need this sort of snippet. The D20 Modern spells I like are the ones that combine nicely with present day technology. I like the feel of them (whereas I tend to shudder slightly at fireballs and Giant Hands) and the Modern Player’s Companion does well to keep this fresh feeling last.

I did enjoy the book; I will use it... but not that much. I found the occasional snippet of wisdom from Stan! more helpful than any of the rules though. Some of the rules are helpful. I don’t imagine anyone will hate the book, I think gamers will divide into two camps; one that goes "Meh. Quite useful" and another that raves "A must have!"

My view – "Meh. Quite useful"

* This Modern Player's Companion was published first at GameWyrd.
 


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