Positive Results
I ran a D20 Modern game tonight in the Urban Arcana setting using my old TORG deck.
I enjoyed it and my players had a good time.
There were 3 combats and the players (2 of whom never played TORG) jumped right into using the cards with the modifications I made to them.
They felt a little odd with using the cards instructions about initiative at first, until I pointed out that those with a higher DEX could hold and let the lower DEX players go first if they wanted to.
These are the modifications I made to the cards:
(If I don't list a card it's because it is essentially the same.)
- Flurry: additional action as per Haste without the bonus to Defense.
Inspiration: +1 HP per level or get a re-save on a mind altering effect.
Up: Roll 1d6 and add it to your d20 roll for whatever action you take that round.
Fatigued: make a Fort save at DC18 or lose one action, as per Slow.
Supporter: +4 instead of +3
Action: +2 on all actions taken in the round.
Attribute bonus cards (Adrenaline, Presence, and Willpower) have been renamed Power +2 to STR or CON; Grace +2 to DEX or CHA; and Mind +2 to INT or WIS.
Coup de Grace: +5 to hit when confirming a Critical Hit.
Glory: If the character can roll 30+ on the dice (d20, +action point +Hero/Drama card, +Up) before skill adds then there is an experience bonus of 50xps per level for each character.
Drama and Hero cards provide +1d6 to a d20 roll as per an action point. This doesn't increase with levels as action points do.
Any card that rewards a character with possibility points for success, or "completing the mission of the card" gets an xp bonus instead of extra action points. The reward is 50xps per level of the character.
Subplot cards and such that reward a character for participating in a subplot provide experience bonuses instead of possibility/action points. All experience bonuses are 50xps per level (basically a 5% bump towards the next level).
If anyone has any specific questions please ask. I will appreciate the feedback.
benedict