Hey. I just found this forum, and started browsing here. I'm transitioning into d20 Modern after playing D&D 3.0/3.5 pretty heavily for the last three-and-a-half years. I'd planning a set of d20 Modern adventures for my gaming group to introduce them to the system. We're going to spend one session designing characters, selecting feats and skills etc., and then I'm probably going to run a mock combat based on Professor X's Danger Room.
My plan is to run a pretty high octane set of adventures running 3 to 4 sessions where the group plays special forces type characters.
I have a few questions, really:
1. For those of you who are conversant with d20 Modern and D&D 3.0/3.5, are there any hurdles you saw transitioning between the two systems for either players or GMs?
2. I've already started to collect satellite photos, infrared photos, black and white surveillance photos and tactical maps. I've statted out little things like throat mikes, and purchased Ultramodern Firearms. I want this introduction to be a game full of ambiance. Is there anything else you would recommend that has worked well in your game?
3. What sort of stat block would you recommend for playing special-forces characters. I was thinking 10th level characters, with a 28- or 32-point buy. Is this too high? I know I'm coming at this from a D&D mindset. I want the characters to be extremely powerful and versatile, but not superhuman.
4. Are there any PDF resources you would recommend? I've already started thumbing through the materials on RPGnow, and I'm very, VERY impressed at the stuff that's out there.
My plan is to run a pretty high octane set of adventures running 3 to 4 sessions where the group plays special forces type characters.
I have a few questions, really:
1. For those of you who are conversant with d20 Modern and D&D 3.0/3.5, are there any hurdles you saw transitioning between the two systems for either players or GMs?
2. I've already started to collect satellite photos, infrared photos, black and white surveillance photos and tactical maps. I've statted out little things like throat mikes, and purchased Ultramodern Firearms. I want this introduction to be a game full of ambiance. Is there anything else you would recommend that has worked well in your game?
3. What sort of stat block would you recommend for playing special-forces characters. I was thinking 10th level characters, with a 28- or 32-point buy. Is this too high? I know I'm coming at this from a D&D mindset. I want the characters to be extremely powerful and versatile, but not superhuman.
4. Are there any PDF resources you would recommend? I've already started thumbing through the materials on RPGnow, and I'm very, VERY impressed at the stuff that's out there.