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What needs to be fixed/improved in d20 Modern?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4345322" data-attributes="member: 710"><p>Classes: </p><p>The talents are bland in actual play, and I think they also don't work that well. The mechanics are inconsistent (roll level against DC, cause saving throw and so on)</p><p></p><p>The idea I like most at the moment is splitting classes or rather character advancement in two components - a combat role (Controller, Defender, Leader, Striker) and a non-combat role (Face, Sage, Wheelman, Techie*)</p><p>Basically, every character selects one combat and one non-combat role. Combat roles grant combat-related powers, and non-combat roles non-combat related powers, obviously. Think for non-combat along the lines of utility powers, but with little to no use in combat. This would probably include a lot of "meta-game" mechanic stuff, maybe with powers like "Idea!" or "Connection" or "Short-Cut". </p><p></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">*) there have been several ideas on non-combat roles, and there might be some work required to distill the best ones. This list is definitely incomplete.</span></p><p><span style="font-size: 9px"></span></p><p></p><p>I think a heavy focus on grid-based combat might be inappropriate for the moder genre, so a stronger abstraction of movement and positions might be required. </p><p></p><p>A big question might be: How generic is the game to be? Default assumption would be as generic a d20 modern, but is that what WotC will be doing? It could be an "Urban Arcana" game...</p><p></p><p>EDIT:</p><p>There is another d20 Modern thread that talks about updating modern to 4E: </p><p><a href="http://www.enworld.org/forum/showthread.php?t=218098" target="_blank">http://www.enworld.org/forum/showthread.php?t=218098</a></p><p></p><p>What should also be investigated: Can the 4E Fantasy concpet of Tiers be used in Modern? How so? </p><p>Or should it be used differently? Maybe use one tier as "Superhero" tier?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4345322, member: 710"] Classes: The talents are bland in actual play, and I think they also don't work that well. The mechanics are inconsistent (roll level against DC, cause saving throw and so on) The idea I like most at the moment is splitting classes or rather character advancement in two components - a combat role (Controller, Defender, Leader, Striker) and a non-combat role (Face, Sage, Wheelman, Techie*) Basically, every character selects one combat and one non-combat role. Combat roles grant combat-related powers, and non-combat roles non-combat related powers, obviously. Think for non-combat along the lines of utility powers, but with little to no use in combat. This would probably include a lot of "meta-game" mechanic stuff, maybe with powers like "Idea!" or "Connection" or "Short-Cut". [size=1] *) there have been several ideas on non-combat roles, and there might be some work required to distill the best ones. This list is definitely incomplete. [/size] I think a heavy focus on grid-based combat might be inappropriate for the moder genre, so a stronger abstraction of movement and positions might be required. A big question might be: How generic is the game to be? Default assumption would be as generic a d20 modern, but is that what WotC will be doing? It could be an "Urban Arcana" game... EDIT: There is another d20 Modern thread that talks about updating modern to 4E: [url]http://www.enworld.org/forum/showthread.php?t=218098[/url] What should also be investigated: Can the 4E Fantasy concpet of Tiers be used in Modern? How so? Or should it be used differently? Maybe use one tier as "Superhero" tier? [/QUOTE]
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