Modiphius 2d20 System Opinions?

Cortex is one of those systems that when people talk about it, my interest is piqued, but I have no desire to build a game from scratch using it. Maybe one day i will play it at a con, or find one of the games that used it as a core (there was a Marvel one I think, as well as Smallville and maybe Leverage?).

Yep. Unfortunately, these games are out of print at this point, as they were licensed properties. Margaret Weis Productions tended to focus on such, for some reason.

Leverage is an excellent example of Cortex at it basics. And, you know, heists are great.

Marvel Heroic Roleplaying is a more complicated game than Leverage. I think it does the genre well, but Marvel seems to have been very, very focused on having people play Marvel IP - Marvel's heroes in adventures based on plotlines from the comics. That's not the fault of the writers, but I found it to be a major limitation.
 

log in or register to remove this ad

I'm currently playing in a Star Trek Adventures game online via Start Playing. I'm enjoying it but we just got started, so... I own several games (Infinity, John Carter of Mars, Star Trek 1 & 2) and I'm evaluating it for a setting I'm writing thinking of publishing on the Content Creator program on DTRPG.

Someone mentioned in the Star Wars thread that combat was clunky. Thoughts on the system? The good and the bad?

Thank you for your time and thoughts!
I've run STA, Dune, and Fallout; I playtested the Starter Set for Dune, and the House Management rules.

I like it, but it requires a certain mindset for Dune and STA. One of using a "Frame it, but don't adjust without paying once framed" mindset.

I've never found combat problematic in those three games, tho' the stress track reset on scene change throws some players for a loop.
 

Cortex is one of those systems that when people talk about it, my interest is piqued, but I have no desire to build a game from scratch using it. Maybe one day i will play it at a con, or find one of the games that used it as a core (there was a Marvel one I think, as well as Smallville and maybe Leverage?).
Marvel heroic RP, Firefly, Smallville, Leverage, and Dragon Brigade, but DB didn't see proper release, only the QPM. Each is a unique formula.
There is a setting, based upon Thunderbirds (unlicensed, I'm certain), in the Cortex Prime core.
 

Not sure what you mean by were 1,2,3, but to be clear Conan and Infinity and John Carter are all 1 for 1.

But it is very much the intent that 2d20 is NOT a unified single system and implementation. Maybe they want to move that direction? Dunno... seems like that answer is a flat No, as recreating Infinity or Conan in the Dune system would entirely change every aspect of play...

not to mention the changes in d6 damage dice...
1/2/3: Added Die One costs 1, added die two costs 2 more (total 3), and added die three costs 3 more (for a total of 6). STA, Dune, and Fallout all use 1/2/3 pricing for extra d20's. STA 1 used 1:1 for effect dice, as does Fallout; note that Dune, Captain's Log, and STA 2 do not use effect dice.
MC3, Infinity, Conan and John carter are 1 per die, or, in the same mode as above, 1/1/1 As in, added die one is 1 momentum, added die two is 1 more (total 2), and added die three is 1 more (total 6).
The thing is, it was in playtest that STA moved from 1/1/1 to 1/2/3, and most designs since have used it, except JCOM. Why? Because STA was too easy with 5 dice being common; it didn't feel like trek.
I was one of those commenting during the public playtest, and I was running a lot of adventures. 1/2/3 felt better.

I honestly like effect dice in STA1 and in Fallout; they wouldn't feel right in Dune, however, and I don't miss them there.

They're all close enough to crossfertilize, but distinct enough for distinct feel in play.
 

Played Achtung! Cthulhu 2d20 twice. The first time, it was great, fun and fastpaced. However, the second time, the other players and I seem to have a tougher time with rules. I like the setting but reading the rules leave a little too open interpretation or vagueness. That vagueness is kind of like the vagueness that made me bounce off of FATE.

Also run Star Trek Adventures First Edition game. While everyone had fun, I really did not feel motivated to run it again or go ahead with a planned campaign.

There is a lot I do like about 2d20, but there is bunch of little items that bug me about the system. Seth Skorkowsky did a review of Achtung! Cthulhu 2d20 and he goes over some of it's issues, which I agree with.

With that all said, if Modiphius get Achtung! Cthulhu 2d20, some proper VTT support like they have for Dune, Fallout and Star Trek Adventures, I would like to try running a campaign.
 

MC3, Infinity, Conan and John carter are 1 per die, or, in the same mode as above, 1/1/1 As in, added die one is 1 momentum, added die two is 1 more (total 2), and added die three is 1 more (total 6).
I think you meant (total 3) here

Played Achtung! Cthulhu 2d20 twice. The first time, it was great, fun and fastpaced. However, the second time, the other players and I seem to have a tougher time with rules. I like the setting but reading the rules leave a little too open interpretation or vagueness. That vagueness is kind of like the vagueness that made me bounce off of FATE.
I LOVE 2d20, yet... I agree here. There are too many times in all the books where it feels like they gave it a quick pass and then went to print. In some cases the way the rules are written even feel like language translation errors, which I dunno if is a thing for Modiphius.
 

I was one of those commenting during the public playtest, and I was running a lot of adventures. 1/2/3 felt better.
I was wondering about why they made the switch. Considering that many folks here are saying Momentum has gotten a bit too hard to build in the newest stuff, I think maybe there is some cause there that 1/2/3 might not be the right answer. Dunno...

I honestly like effect dice in STA1 and in Fallout; they wouldn't feel right in Dune, however, and I don't miss them there.
I would like them in Dune. I feel like the Quality number munching is harder than if it was just a 1toN d6 Effect die roll. I feel the Quality "flattens" the game predictability too much...

Plus, I love rolling for 'damage'/'special effects' :)
 

Remove ads

Top