DarwinofMind said:
Inspired by another thread, as the thread title says what would you do if you were making d20 Modern 2.0
I'd put in optional rules for VP/WP, and different magic and psionic systems and get away from the DND focus in the monsters.
How about you?
Completely rewrite the Profession skill. (I've hit it with a heavy nerf IMC.)
Redo vehicles from the ground up - along the lines of Spycraft, for instance.
I'm not particularly interested in a complete redo of the magic system - it's easy to sell magic systems - but balancing it with non-FX using classes would be kind of nice.
Reduce the size of the monster section, and SPIFF it to 3.5 standard. Same with DR.
Redo nonlethal damage.
Add some firearm feats. Melee damage goes up with level. Firearm damage should do, but with a delay (as it's better than melee at very low levels).
Reduce the FX section and replace it with campaign building tips, along the lines of stuff found in Urban Arcana.
Make a non-FX campaign setting and write some adventures for it.
Trim the first level class bonus Defense of the Fast Hero. I use the Martial Artist's Defense bonus +1. This way, a Fast/Infiltrator doesn't get a huge bump to Defense, then get a faster rate with Infiltrator. (IMO, a Fast 3/Infiltrator 6 should have the same Defense as a Fast 9, give or take a point.)
Tweak autofire. The save DC should scale with level, but BAB scales a hell of a lot faster than saves, so don't use the attack bonus as the save DC please.
Write examples for the following talents: Plan, Trick, Intuition*, Inspiration (flavor text), and maybe flavor text for Dazzle and Taunt. Dazzle should be made more powerful (basically shaken - right now it sucks) and a few talents such as Favor and Trick need a boost.
* I don't need Intuition examples - but I think other people do.
Class talents with a save DC need a small nerf.
Add some new uses for skills. I've been combing other D20 systems and Alternity for that.
Make the Gunslinger and Techie worth taking. Please. Or kill those classes.
Takyris said:
(Although, as apparent defender of d20 Modern nonlethal, I can knock PCs out left and right by the core rules. Either I'm one heck of a minmaxer, or people here are complaining about not being good at something they didn't put any feats into... which is pretty much the basis of d20 Modern.)
I don't like how, if you hit someone for 15 nonlethal damage and they
make their save, they're still dazed. Furthermore, it's hard to knock out someone if you're a Tough Hero who does 1d6+2 nonlethal - it only works on a crit, or if you have Knockout Punch. It takes (IME) at least two feats to make brawling useful at all, whereas even martial arts takes only one feat.
This is apart from Melee Smash, of course, which still benefits clubs better unless you've got Knockout Punch.
Tweak melee weapons - why isn't a club a light weapon, for instance? Why do you need Archaic Weapons Proficiency to use a short sword but a meat cleaver, with identical stats, is a simple weapon? Huh?
Plane Sailing said:
I'd like to see no D&D monsters but Menace Manual monsters instead
Here here! And Menace Manual monsters adapted from Alternity should bear some resemblance to their Alternity counterpart.