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What would you change for d20 Modern 2.0
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<blockquote data-quote="takyris" data-source="post: 2717179" data-attributes="member: 5171"><p>Not to attack, but how is it bad? I haven't run into any problems with it in my game, but my players haven't tried to abuse it, so it's likely something I haven't seen.</p><p></p><p></p><p></p><p>I'd agree with that, except that I've never run or played in a game where Infiltrator was actually an attractive class option. I figured the nice defensive boost was there to provide a reason for the class. (Note: I've run into the same thing with the Daredevil -- which looks like d4+1 to an ability score for a few rounds, expanded into an advanced class. It's just never come in useful in my game. I'm guessing my game lacks something that the Daredevil's class abilities would really make use of.)</p><p></p><p></p><p></p><p>Awesome suggestion.</p><p></p><p></p><p></p><p>I've had players take both... although now that I think about it, the Techie guy appeared to do more with his few levels of Field Scientist... The Gunslinger's abilities came in pretty handy in firefights, though. How did he stink, in your opinion? (Again, not an attack. I'm guessing we focus on different things in our games.)</p><p></p><p></p><p></p><p>I see your first point (Dazed even if you save) as somewhat countering the second. The reason it's hard to get to the massive damage threshold is that once you get there, you can take somebody out of the fight for a round automatically, even if you don't knock them out.</p><p></p><p>If you stuck with Tough Hero, I'd take four feats: Brawl, Improved Brawl, Streetfighting, and Power Attack. With Improved Brawl and Streetfighting, you're doing 1d8+1d4 before Strength or other bonuses (like Mastercrafted Brass Knuckles), and you've got a +2 to hit, which helps to offset the Power Attack you'll be making to add even more damage. That doesn't force a save every time, but it's not supposed to, since even FORCING the save has an in-game effect of making the guy lose a turn.</p><p></p><p>All of these feats are Tough Hero bonus feats. As for not being able to knock people out without buying a lot of feats, that one just doesn't bug me. My personal theory, and only my personal theory, is that in d20 Modern, you're not SUPPOSED to be good at something until you've put at least 2 or 3 feats into it. </p><p></p><p></p><p></p><p>Aside from wanting weapons to easily cross over from D&D to d20 Modern, I totally agree with you on this. The system is different enough that I'd like to see weapons that play to the strengths of the system. There are some, but I'd like to see more. Like, say, NOT the tonfa. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="takyris, post: 2717179, member: 5171"] Not to attack, but how is it bad? I haven't run into any problems with it in my game, but my players haven't tried to abuse it, so it's likely something I haven't seen. I'd agree with that, except that I've never run or played in a game where Infiltrator was actually an attractive class option. I figured the nice defensive boost was there to provide a reason for the class. (Note: I've run into the same thing with the Daredevil -- which looks like d4+1 to an ability score for a few rounds, expanded into an advanced class. It's just never come in useful in my game. I'm guessing my game lacks something that the Daredevil's class abilities would really make use of.) Awesome suggestion. I've had players take both... although now that I think about it, the Techie guy appeared to do more with his few levels of Field Scientist... The Gunslinger's abilities came in pretty handy in firefights, though. How did he stink, in your opinion? (Again, not an attack. I'm guessing we focus on different things in our games.) I see your first point (Dazed even if you save) as somewhat countering the second. The reason it's hard to get to the massive damage threshold is that once you get there, you can take somebody out of the fight for a round automatically, even if you don't knock them out. If you stuck with Tough Hero, I'd take four feats: Brawl, Improved Brawl, Streetfighting, and Power Attack. With Improved Brawl and Streetfighting, you're doing 1d8+1d4 before Strength or other bonuses (like Mastercrafted Brass Knuckles), and you've got a +2 to hit, which helps to offset the Power Attack you'll be making to add even more damage. That doesn't force a save every time, but it's not supposed to, since even FORCING the save has an in-game effect of making the guy lose a turn. All of these feats are Tough Hero bonus feats. As for not being able to knock people out without buying a lot of feats, that one just doesn't bug me. My personal theory, and only my personal theory, is that in d20 Modern, you're not SUPPOSED to be good at something until you've put at least 2 or 3 feats into it. Aside from wanting weapons to easily cross over from D&D to d20 Modern, I totally agree with you on this. The system is different enough that I'd like to see weapons that play to the strengths of the system. There are some, but I'd like to see more. Like, say, NOT the tonfa. :) [/QUOTE]
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