Pulp Heroes for d20 Modern

JPL

Adventurer
Just got the new Poly, featuring the Pulp Heroes d20 Modern Remix. And I love it.

My major problem with the original game was that the classes were too specialized --- even with multiclassing, you just couldn't cover the full range of character concepts. The base class system for d20 Modern takes care of that.

And the sample city, Northport, looks like it does a fine job of squeezing all sorts of pulp settings into one town. Perfect for a campaign where Sam Spade, Flash Gordon, and Tarzan all rub shoulders.

I'd really love to see WotC license this baby out for additional products and development...
 

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JPL said:
I'd really love to see WotC license this baby out for additional products and development...

I haven't seen the new issue yet, but Pulp is such a wide open genre, d20 Modern seems well suited for it.

The Pulp Heroes minigame has a fan following that's worked on new prestige classes, skills, feats, etc. for the game. Check out:
http://www.paratime.ca/d20/pulp/index.html

If you need some additional inspiration, pick up some old movie serials:
http://www.serialsquadron.com/

I've also been listening to a lot of old radio shows (Sam Spade, Nero Wolfe, The Shadow... great stuff) downloaded from a site called The Cobalt Club, but they took down their ftp server last week after copyright complaints from the BBC. You can still pick up some shows through their swap messageboard. http://testbox.cob.rit.edu/phpBB2/index.php

I grew up devouring Edgar Rice Burroughs and watching old serial reruns on the local UHF channels (pre-Nick-at-nite). I love this stuff!

CZ
 

Ack! You had to tell us the week after it gets taken down? I would love to get some of those old radio serials... Any other sources you'd be willing to share with us? :)
 

NekoAli said:
Ack! You had to tell us the week after it gets taken down? I would love to get some of those old radio serials... Any other sources you'd be willing to share with us? :)

Sorry about that. I only just found out tonight that it had been taken down.

There's a lot of sites that sell over-priced recordings of old shows, but the Cobalt Club had the largest collection of free MP3 downloads that I'd found. As I said, if you register with their messageboard, you can still download a lot of shows from their "OTR Swap" board. But it's nowhere near as easy as before.

However, for a quicker (but slightly more expensive) solution, leave it to the entrepeneurs of the internet to start selling cds of these collections on ebay:
http://search.ebay.com/ws/search/Sa...sortproperty=3&satitle=old+time+radio&from=R8

CZ
 

I'd love to take a crack at developing a few more locations for a Pulp Heroes campaign...

In the early issues of "Wolverine," Logan had pulpy adventures in the island kingdom of Madripoor, somewhere in southeast Asia, fighting pirates and slavers and gangsters. Very "Terry and the Pirates", with a little Casablanca thrown in. A nice exotic place to visit...the old pirate brotherhoods still survive...

As suggested in the Northport article, any city might be sitting on top of a Lost World...where there are undoubtedly dinosaurs and mole people, and lost tribes of Atlantis with strange technologies...

And I had an idea a while back for a mastermind inspired by Dr. Doom...he's the decendant of the legendary Man in the Iron Mask, imprisoned by Louis XIV, and he claims to be the rightful ruler of France [which in his mind includes everything between Ireland and Russia]. For generations, this line of masked kings have ruled over a secret kingdom high in the French Alps...and all that time, they've been kidnapping the finest scientists in the world and developing technologies the world was not meant to see for a hundred years...
 

JPL said:
I'd love to take a crack at developing a few more locations for a Pulp Heroes campaign...

In the early issues of "Wolverine," Logan had pulpy adventures in the island kingdom of Madripoor, somewhere in southeast Asia, fighting pirates and slavers and gangsters. Very "Terry and the Pirates", with a little Casablanca thrown in. A nice exotic place to visit...the old pirate brotherhoods still survive...

I've been wanting to do a air/sea campaign in the South China Sea in the 20s and 30s. Sort of Captain Midnight meets Terry and the Pirates.

I just got done watching an old Buster Crabbe serial called Sea Hound. He plays Capt. Silver, a schooner captain battling natives and racing against a local pirate gang to be the first to find the missing professor whose daughter says he may have found the long lost treasure of somebody or other....

CZ
 

Here's a little bit of news that might make some of you happy: KCSN FM 88.5 has old time radio shows every Sunday from 5 to 7 PM (Pacific). Of course, if you don't actually live in the San Fernando or Santa Clarita valleys, tuning it in on your radio may be a bit difficult.

Fortunately, there is a solution!

http://kcsn.org/

From there, you can get streaming audio.

Or you can just click here:
http://www.kcsn.org/listen/listen.shtml
 

I like the general idea of a d20M pulp hero setting, but didn't think the advanced classes presented in Poly were very well-conceived for a pulp era campaign. For one thing, I don't know why the author thought existing advanced classes like martial artist needed better saves, and the justification that the setting requires more saving throws than a "typical" D20M setting doesn't make a lot of sense. D20M's characters' saves progress at a pace comparable with D&D characters, after all, and at any rate I doubt pulp heroes make more saves than, say, the heroes in an Urban Arcana setting.

Moreover, most of the advanced class abilities didn't seem to have enough thought put into them. For instance, I don't think bonus languages are an appropriate class ability for a larger-than-life pulp-fiction-style explorer, as it doesn't equip the explorer for constant travels to new, exotic, larger-than-life locales (just the ones where the bonus language applies). I'd rather see the character receive a broader, general-purpose polyglot ability.

Then there's the gangster's sneak attack ability. It's a bad idea for D20M. I could be wrong, but I think the authors of D20M realized early on that sneak attack is an ability that should not be carried over from D&D, knowing that characters in D20M are not intended to absorb gross amounts of damage as their fantasy counterparts do. After all, D&D heroes can expect to get hit often, take the damage and keep on fighting, and then get it healed back in relatively short order by the party cleric. In contrast, D20M characters rely on their Defense to avoid taking damage whenever possible, and when they do get hit they know that damage is quite likely going to stay with them a while. Between the lowered massive-damage threshold and the dearth of healing resources means that high-damage attacks have to be handled with quite a bit of care. While feats like Double Tap or Burst impose penalties in exchange for extra damage, Sneak Attack is specifically designed to be used in a circumstance where a character's Defense is lowered and the attack is thus much more likely to hit.

In short, while I like the basic concept and the city provided for the setting, I don't think the author took a nod drom D20M's creators and sat down to think out "what would make this character fun to play?" or "how would this character be useful in a group of pulp era adventurers"? Frankly, I think the advanced classes in D20M do an outstanding job of covering most of the bases on their own.

Btw, any other fans of Planetary out there? Couldn't help but think of good ol' Doc Brass and his ill-fated compatriots when I read this issue.
 
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Well, the d20 Modern Pulp Heroes classes were based on the original Pulp Heroes classes, and they obviously carried over many of those original class features.

I think the bonus languages ability are appropriate for an explorer...anyone who wants to be a true master linguist should take three levels of Smart Hero. And the explorer's bonus languages can help qualify a character for the Smart Hero's linguist ability.

I like the boosted saving throws because a successful save often represents a close call. Fighting off the poison, shaking off the effects of the hypnotist, rolling with the explosion...that's good cliffhanger stuff. Hell, Indy outruns that giant boulder and shakes off the Thugee brainwashing...he's making those saves left and right.

Oh, I love Brass's people. It reminds me of some of Philip Jose Farmer's Wold Newton stuff, in which all of the pulp heroes coexist and are in many cases related to one another.

I'd love to see another expansion with some aviator prestige classes and air combat rules a la Crimson Skies...
 

"...D20M's characters' saves progress at a pace comparable with D&D characters..."

That's true on the surface, but it ignores two key elements: ability score progression and the relative progression of good saves/bad saves.

Ability Score Progression: D&D characters have far better saves than their Modern counterparts because their ability scores are much better, thanks to magic. Even the relatively tame PCs that WotC uses to test things (Tordek, Mialee, Lidda, and Jozan) have 30s in their best stats and 25+ in other relevant ones. And they've all got +5 cloaks of resistance or the equivalent by high levels. d20 Modern characters--at least the ones published thus far as examples--don't have equivalent equipment, even in magic-rich settings like Urban Arcana. Given the sky-high wealth numbers attached to the magic items printed thus far, I'm not surprised.

Good Saves/Bad Saves: Every D&D base class has at least one good save. Four of the eleven classes have two good saves, and the monk has three good saves. (And I'd argue that the paladin's divine grace is tantamount to two or three good saves.) So it's fair to say that half the classes get two good saves.
But in d20 Modern, _none_ of the base classes have good saves. Four of the six classes have one average/two bad saves. Two of the six have two average/one bad saves. The advanced classes aren't much better. Five have two average/one bad, four have one good/two bad, and three have one good/one average/one bad.

If you compare actual characters between the two games, it's pretty close at low levels, but the gap at higher levels is just huge. There's no realistic build for a d20 Modern 15th-level martial artist that matches Ember the monk's +15/+19/+17 (taken from the back of Enemies and Allies). There's no Modern 15th-level soldier who matches Alhandra's +17/+10/+14. And WotC builds their characters on a puny 25-point buy.

I don't post much, but the paucity of good saves in d20 Modern really bugs me. It's good for the gritty stuff, don't get me wrong. But for the wahoo stuff--and for players used to D&D--it's an ugly, unpleasant surprise.

-yele, who really grooves on Pulp Heroes, even though Poly seems to insist on publishing stuff he already did for his own game a few months ago.
 

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