Modern Player's Companion

JoeGKushner

Adventurer
I enjoy d20 Modern in many aspects more than standard d20. The reasons tend to be that d20 Modern characters, due to their extra abilities like talents, reputation, defense bonus, action points, ease of mutli-classing and other player focused abilities like occupations, puts them in a position where they don't have to rely heavily on equipment and makes them more rounded and unique. Having said that, the unique aspect requires a lot of bonus material and the support from WotC has been basically nil outside of one support book and some web material.

Step to the plate the Game Mechanics, printing a combined Modern Player's Companion that helps a player get the most bang for his buck in a d20 modern game.

Where to start? How about class combinations? These focus on using multiple classes and showing how to make character concepts come to life. This includes several character concepts like archeologist, bouncer, counselor, entrepreneur and others. The bad news though is that while they have tables, the tables only have level, base class and class features. Where are the combined saving throws, attack progression and hit dice?

Those looking for another innovation, the Advanced Classes, get fourteen new advanced classes. Ignore that part that states six new advanced classes as it's probably a carry over from one of the PDF books. My favorite here is the Bounty Hunter. I enjoy this character concept and always look forward to seeing how it's interpreted for different genres and eras. Others may be looking for something like the Dead Shot, a master of long distance rifle combat or the Gentle Warrior, a master of holds and trips as opposed to punches and kicks.

For those who want something like a Silence of the Lambs, we've even got a Profiler advanced class and the Criminologist. The mix is good allowing those who want to use magic the option of taking the Adept or Arcane Scholar, to those who want computer based material with the Hacker.

The thing I didn't like about the layout for the advanced class is how they list hit points and action points. It looks like all classes here get 6 + one half level rounded down so why not put that at the beginning of the section instead of repeating it every time? Or why, for hit points, list something like, “The Criminologist gains 1d6 hit points per level. The character's Constitution modifier applies.” Uh, are there any classes that don't get a Con modifier? Do we need to have it spelled out what class gets what hit die? What about? Hit Die:1d6? Much simpler.

Unlike advanced classes, the prestige classes represent a higher level of power and specialization, not as easy to access and coming with more unique and well defined abilities. Introduced here are the commander, dark sage, martial arts master, master tinkerer, mentalist, psionic assassin and silent intruder. The commander is done up in a way I wouldn't have thought of, as a take charge type of character but not in the military sense. They get abilities like Lead by Example where they get bonuses in order to show the troops how it's done as well as instilling fear in the enemy. Useful, but with their lowered attack bonus and d6 hit die, they're not going to always be on the front line to do that leading.

The nice thing about this mix, is like the advanced classes, it allows you to pick and choose. Want to add some Call of Cthulhu elements to your game? The Dark Sage who specializes in looking for things man was not meant to know is perfect for that. Want to continue down the martial art path? The Martial Arts master is the way to go.

When looking at fears, there is a lot of ground to cover. There is reprinted material from Ultramodern Firearms d20, but most of the material here is new. Some of them I probably wouldn't allow as they don't make a lot of sense to me as a GM like Cross-Training. You've spent a feat to in essence get a +1 bonus to two stats and a -2 to another score. Uh, it's good to have the ability to move stats around but as a feat, it's a sum zero benefit that doesn't represent cross-training. One of the problems with d20 as opposed to more generous systems like Palladium and Rolemaster where a stat isn't set so deeply in stone.

Those who hate Dodge and feel that even Improved Dodge isn't enough will want to pick up Greater Dodge, giving you a +3 dodge bonus while others may want Lucky, which allows you to reroll the d20 by spending an action point as opposed to adding 1d6.

Anyone whose been to Crate & Barrel or the Container Store will get a good chuckle at Chapter Four, Equipment, which actually starts off with bags and boxes. Of more interest I suspect will be survival gear and perhaps computers and consumer electronics but even then, it's a small list, less than a page long with a few pages devoted to describing the material. It's kinda of silly to see a definition for a pager or laser pointer, but it does help round out the old equipment list. Of more benefit I think are the equipment packages where it gives you a basic package and a list of different items for those with wealth bonus. For example, the White Collar Package, at Wealth +7 comes with a desktop, multi-function PDA, and cell phone, at +9, that becomes a lapton, and at +11, an Acura 2.3 TL.

Those running a straight d20 Modern game wouldn't get too much out of Chapter Five, FX abilities but for everyone else, it's a nice section that focuses on using magic in modern ways. Take Mood Lighting or Close Shave, magic to make everyday life easier. The magic items tend to focus that way in some instances like the Back-Up Disk that allows quick and painless transfer of data between machines or the Portal Hub that makes a computer part of a LAN without regard for actual distance. Ah, wireless that really works, truly magic.

Appendix One provides a quick breakdown of ammunition variants with rules on using them in d20 modern. Take the Slug, “ a single, heavy projectile, similar to a conventional bullet.” It gets a -2 penalty per range increment on attack and damage. Not a good deal right? However, you can fire explosive and incendiary rounds so that helps make up for it as “additional damage as rifle bullets over 7.62 mm.” Nice.

Appendix Two, Complete Feats, is a good idea with poor execution. It has the feats from the d20 Modern Game, Ultramodern Firearms, Modern Player's Companion, and Urban Arcana, but no other sources. I'm not the sage of d20 Modern games but there are quite a few more resources out there and to read the author's comment, “We do, however, reserve the right to editorialize and selectively include only the feats that we personally think are good additions to the game.” is a big let down. Let the reader decide what's good and end it at that. Or do the first part and edit it to make it good. I just find it, as a reader, highly suspicious that other companies, especially those with competing products in the d20 field, aren't listed.

Still, as a tool, this is a very useful reference over four pages long with the feat name, prerequisites, benefits and source.

Price on the book, at 80 pages for $16.95, is very reasonable, the lower end of the scale. Art is fair but not as good as the cover material. The fact that it's one artist, Clarence Harrison, provides a good flow to the art where it's not one style one page and a different style another page.

I had a hard time with the font or the print size. Something in reading it bothered me. I don't know if it was the layout or what but it was almost a physical pain to read. Good simple layout, fair art but something really bothered my eyes.

The Modern Player's Companion isn't about roleplaying in different eras or times. It's not about taking the awakened Savage and introducing him to the modern world. It's a good resource for new crunch and does it's job very well. What players don't want to hear though is that because it's really a character focused book, GM's can use it too so make sure that those player's utilizing this book know true pain for me will ya?
 

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Heroes can face some pretty tough decisions. But nothing compares to the choices a player has to make. Whether at character creation or when leveling up, just figuring out how to get the hero on your character sheet to match the one in your imagination can be the toughest challenge in the game. Modern Player's Companion provides expanded options for creating, developing, and equipping characters, offering even more ways to personalize and customize the heroes of any modern-world d20 game. Modern Player's Companion includes seven new starting occupations, including Bohemian and Tribal; nine class combinations that illustrate how to flesh out a character concept by multiclassing with just the six basic classes; eight new advanced classes, such as the Enforcer and the Survivalist; twenty-five feats including Cross-Training, Poker Face, and Sidestep; new equipment, from duffle bags to laser pointers, along with equipment packages that enable heroes to quickly gear up for action; and a whole lot more. Give your d20 character the edge with the Modern Player's Companion.
 

Modern Player's Companion

The Modern Player's Companion is a resource adding additional game elements (primarily character options) to the d20 Modern game. The game is written by Stan! (For those not familiar, yes, "Stan!" is his pen name) along with Rich Redman and Charles Ryan, all who contributed to d20 Modern in some capacity.

The material in the book was originally distributed in two volumes under the authors' banner, The Game Mechanics. This version re-releases the two volumes in a single print volume.

A First Look

The Modern Player's Companion is an 80-page perfect-bound softcover book priced at $16.95.

The cover uses a metallic tone and figures in action poses (by James Ryman) which makes it look somewhat familiar to D20 Modern fans, without crossing the line on WotC's trade dress. A closer look really reveals that this is an instance of The Game Mechanic's computer hardware motif, with screws and fan ports making it resemble the back of a computer.

The interior art is by Clarence Harrison, who provides a variety of nicely detailed and content-appropriate ink drawings.

A Deeper Look

The book is organized into five chapters and three appendices.

The first chapter, Characters, provides variants and new options regarding some of the more basic character creation options and details such as base classes, talents, wealth, and occupations.

The first rules expansion is a number of new talents for each of the d20 modern base classes. As these classes are fairly ubiquitous in the game, these new options stand to add a lot of variety. The new talents are intriguing and should whet many a d20 Modern player's appetite. Examples of new talents include stay in the game (allows a tough hero to reroll massive damage saves) and adapt (either in or out of combat, allows a character to learn from his challenges.)

To round out the selection of occupations in the d20 Modern book, the Modern Player's Companion brings you Bohemian, Bereaucrat, Craftsperson, Domestic, Educator, Political, and Tribal.

If you subscribe to the Dragon magazine, you may be familiar with the concept of Class Combinations, scheduled combinations of classes to achieve a specific concept. Nine class combinations are presented here, using the base classes to build many character concepts such as rock star or lawyer. A fair amount of space is devoted to these, but I must say I find their value a bit dubious. Though some professional or similar character concepts may require certain base classes, it seems to me that the starting occupation mechanic picks up much of that duty, and a large part of the role of selecting base classes is to emphasize differences within a character type due to personality, approach, or role. I have a hard time ever using any of these class combinations.

In addition to these options, there are a number of optional rules and variants tucked away in the chapter, such as multilingual characters and variant wealth rules for simulating credit and for tracking wealth as money instead of a Wealth rating.

The second chapter in entirely concerned with advanced and prestige classes.

The advanced classes follow the same pattern as the advanced classes in the d20 Modern book do: essentially, a bundles of class abilities designed to fit a general concept in a bit more specialized fashion than the base classes can with talents and feats.

The advanced classes are adept (adept is to D&D sorcerer as the d20 modern mage class is to the D&D wizard), arcane scholar (non-spellcasting expert in the occult, including incantations as they appear in Urban Arcana), bounty hunter, confidence artist, criminologist, dead shot, enforcer, fixer, gentle warrior, hacker, opinion maker, profiler, survivalist, and transporter.

In d20 Modern, prestige classes are supposed to be distinct from advanced classes. In reality, the only sensible difference here is that they represent more advanced characters (and thus only 5 levels each), and/or are a bit more specialized in concept. The prestige classes include commander, dark sage (much like the arcane scholar but even more advanced in incantations), martial arts master, master tinkerer, mentalist, psionic assassin, and silent intruder.

The third chapter, only five pages long, detail new feats. A few highlights include:

- Back Off and Sidestep allow you to take 5 foot steps during combat. The name of the sidestep is a little deceiving, as it is actually offensive; it allows you to follow up another character's 5' step away from you.
- Cohort is a stripped down version of the leadership feat in D&D/d20 fantasy.
- Cross training is a curious feat. It basically lets you reallocate ability scores, adding +1 to two ability scores in exchange for -2 to another. Really, this feat's benefit depends heavily on if your best ability scores are odd.
- Collector gives you a bonus to wealth checks to see if you have a particular collector's item on hand.
- Guns Akimbo lets you attack with each of a pair of guns as an attack action; a must for John Woo fans.
- Moonlighter gives you a second starting occupation with all benefits, with the exception of bonus feats (which become a prerequisite instead of a bonus for taking that starting occupation as a feat.).
- Poker face gives opponents a penalty to make sense motive checks against you. It seems to me that skill focus(bluff) already represents this.


I usually don't say much about equipment sections of book, and the beginning of the equipment chapter is similarly unremarkable, being occupied with a number of mundane items. What makes this chapter noteworthy are equipment packages. Despite the abstraction of the d20 Modern wealth system, gearing up can be tedious. Equipment packages (and the associated rule for their use) attempt address this issue by assembling pre-packaged selections of equipment for a variety of character types (academic, adventurer, criminal) at a variety of wealth levels. You simple select the appropriate package and deduct the wealth level from your current bonus. This is probably the single best contribution of the book (I wonder if the authors took some time pondering Spycraft's "bundle" concept.)

The fifth chapter introduces new spells and fx items. The new spells have a very "Urban Arcana" feel to them, attaching new meaning to various modern concepts (like the item teleportation spell you can only cast through a computer network, Send as Attachment), or being useful with modern technology (like the spell you might wish you could cast sometimes, Ressurect Computer.)

The first appendix provides rules (and purchase details) for variant ammunition types, and the second provides an index of feats in this book, the d20 Modern book, Green Ronin's Ultramodern Firearms, and WotC's Urban Arcana.

Conclusions

The Modern Player's Companion provides a big serving of new crunch for d20 Modern players. The most useful elements for a campaign are probably the new class talents and the equipment packages. Some elements (particularly the class combinations) are of much more dubious value.

Overall, the material is well written and balances well with existing material, but the book is more appropriate if you are looking for new tools rather than new ideas.

Overall Grade: B-

-Alan D. Kohler
 


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