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What would you change for d20 Modern 2.0
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<blockquote data-quote="Denaes" data-source="post: 2719465" data-attributes="member: 33738"><p>What I'd change about d20 Modern: </p><p></p><p>1. Take Spycraft 2.0's Origins.</p><p></p><p>2a. Remove the awful "Advanced Classes" that can do things that the Ability Score ones can't. </p><p>2b. Make abilities from the "Advanced Classes" into feats so that the generic classes can get them.</p><p>2c. Include something akin to the "Advanced Classes" for those who like specific classes, but as an alternate class system. There isn't a point to mix/matching Generic/Specific classes. It undermines what Generic Classes do. </p><p></p><p>3a. Drop Talants and include them as Feats with high pre-requisites modeled after the Generic Class they came from. </p><p>3b. Instead of choosing Talants at certain levels, you get a choice of specific feats (the ones that used to be talants, and any others that make sense for the Generic Class).</p><p></p><p>4. Skills from Spycraft 2.0. Refinement and makes more sense for a modern game. </p><p></p><p>5. The "unified system" (d20) becomes unified. All d20 rolls use the same core mechanic, not similar core mechanics. Every roll has a threat/crit. If you want to include error/crit-failures, thats fine, but not nessicary. </p><p></p><p>6. Take a look at the Feats from Spycraft 2.0. Broken into categories - there are TONS of them which are all usefull for all sorts of things, not just combat. And even the combat feats have many options.</p><p></p><p>7a. Make Action Dice more Plentiful. They're there to make the game more cinematic, so let people use them. Better than having people horde them becuase they won't come back. I suggest the GM just handing out bonus AD for good RolePlaying, Advancing the story, rewards, for fun, etc. </p><p>7b. GM should also get AD whenever he gives them to players and use them to fuel Special NPCs. </p><p></p><p>8. Use the Spycraft 2.0 NPC rules. Don't make it variable to the player level if you don't want to, but the system is suave, fast & customizable while taking up almost no space for NPC entries. </p><p></p><p>9. Do something different with the "subdual". It doesn't work. Take Spycraft 2.0 or D&D 3.5 or something. </p><p></p><p>10. Have an option for magic/psionics if players/GMs want it. The Generic Classes don't work with it unless you had a Magic Class and a Psionics Class. I've seen it dealt with in Feats which is pretty good, letting any class take it if they wish.</p><p></p><p>11. Campaign Qualities (Spycraft 2.0) are great ways to modify the game and organize the ways you're changing it. I'm all for anything that involves Players/GMs communicating changes/intentions. </p><p></p><p>12. I highly enjoy Spycraft 2.0's combat system. Mostly d20, but some tweaks. No AoO's is a good improvement. Another "must have" that I can't see any d20 system without is that each round is 2 half actions. Thats it. Magic can only be cast once per round. You can perform two actions, move twice, etc. Move Equivilent Action & Standard Action & Full Actions are needlessly defined, restricted and obscure. Half & Full actions is a lot more clear. Players tend to pick up on it very quickly - more quickly than the other way.</p><p></p><p>So my idea of an improved d20 Modern is pretty much Spycraft 2.0 with Generic Classes <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="Denaes, post: 2719465, member: 33738"] What I'd change about d20 Modern: 1. Take Spycraft 2.0's Origins. 2a. Remove the awful "Advanced Classes" that can do things that the Ability Score ones can't. 2b. Make abilities from the "Advanced Classes" into feats so that the generic classes can get them. 2c. Include something akin to the "Advanced Classes" for those who like specific classes, but as an alternate class system. There isn't a point to mix/matching Generic/Specific classes. It undermines what Generic Classes do. 3a. Drop Talants and include them as Feats with high pre-requisites modeled after the Generic Class they came from. 3b. Instead of choosing Talants at certain levels, you get a choice of specific feats (the ones that used to be talants, and any others that make sense for the Generic Class). 4. Skills from Spycraft 2.0. Refinement and makes more sense for a modern game. 5. The "unified system" (d20) becomes unified. All d20 rolls use the same core mechanic, not similar core mechanics. Every roll has a threat/crit. If you want to include error/crit-failures, thats fine, but not nessicary. 6. Take a look at the Feats from Spycraft 2.0. Broken into categories - there are TONS of them which are all usefull for all sorts of things, not just combat. And even the combat feats have many options. 7a. Make Action Dice more Plentiful. They're there to make the game more cinematic, so let people use them. Better than having people horde them becuase they won't come back. I suggest the GM just handing out bonus AD for good RolePlaying, Advancing the story, rewards, for fun, etc. 7b. GM should also get AD whenever he gives them to players and use them to fuel Special NPCs. 8. Use the Spycraft 2.0 NPC rules. Don't make it variable to the player level if you don't want to, but the system is suave, fast & customizable while taking up almost no space for NPC entries. 9. Do something different with the "subdual". It doesn't work. Take Spycraft 2.0 or D&D 3.5 or something. 10. Have an option for magic/psionics if players/GMs want it. The Generic Classes don't work with it unless you had a Magic Class and a Psionics Class. I've seen it dealt with in Feats which is pretty good, letting any class take it if they wish. 11. Campaign Qualities (Spycraft 2.0) are great ways to modify the game and organize the ways you're changing it. I'm all for anything that involves Players/GMs communicating changes/intentions. 12. I highly enjoy Spycraft 2.0's combat system. Mostly d20, but some tweaks. No AoO's is a good improvement. Another "must have" that I can't see any d20 system without is that each round is 2 half actions. Thats it. Magic can only be cast once per round. You can perform two actions, move twice, etc. Move Equivilent Action & Standard Action & Full Actions are needlessly defined, restricted and obscure. Half & Full actions is a lot more clear. Players tend to pick up on it very quickly - more quickly than the other way. So my idea of an improved d20 Modern is pretty much Spycraft 2.0 with Generic Classes :) [/QUOTE]
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