What's different about d20 Modern?

Korimyr the Rat said:


Except that two people with average stats, without the Brawl feat, are completely incapable of knocking each other out or even doing any kind of damage, even if they fight for hours. Add the Brawl feat, and every twentieth punch has a chance of forcing a saving throw. Also, prolonged hand-to-hand combat does not show any kind of a progressive effect, like would be seen in a boxing match or a real fistfight-- the fight continues until one opponent scores a knockout punch, which could be the first punch or the thousandth, depending on how the dice lay.

The massive damage rules in d20 Modern are a big improvement. The subdual damage system is an ugly wart on the face of an otherwise beautiful game.

Grapple and choke
 

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I like it. I find it a lot easier to run than 3rd-Ed D&D. I threw together a simple infiltrate-the-warehouse-and-kill-the-cult-leader-that-actually-is-a-mage for two 6th-level characters in hardly an hour, and ran off the fly most of the way. We had no problems, I had to stop and look up one or two things, and then we were golden. There's a lot more logic involved than in 3rd Ed, IMO; with magic so reduced, it's not like anyone can do ANYTHING. It works very well for a regular game as well with no magic. The monster types they give are fantastic, I like the class system in this a WHOLE lot, and it just seems cleaner and clearer than basic D&D. Plus, no splatbooks, and to me that a good thing. To each his own, though.

I'm modifying a good bit of it into a Final Fantasy d20 project based around materia, so yeah, I think it works well. Oh, and defense bonus friggin' rock.

This is Kid Soc.
 

*whack whack whack* still no whelp from the dead horse? Considering the great design minds behind d20m and the couple years of playtesting. don't take my word for it, it works.

Still the topic is "what's the difference...?" the difference is that d20M provides Generic core classes that can fit into ANY genre from the Wild West to the Far Future. It provides the flexibility of plugging in a flexible and working Magic System and the includes several Advanced Classes to add flavor any Modern Era campaign. Toss in some special campaign specific Prestige and Adv. Classes and you essentially create your own game.

People are forgetting the the d20modern rules are CORE rules in the truest sense. You have to look at them as the Engine behind the Game. The Game is what the GM decides the world and campaign is like, and the Rules are d20modern. We can look at it in the PC 3rd Person Shooter Model. The "No One Lives for Ever" and "Thief". Two completely different Games. But all these games are powered by the same Engine, The Lithtech Engine.

The conclusion of my scatter brained and wordy essay? You can make any modern era RPG game you want from the d20 Modern.

The difference? d20 Modern is modeled after modern day Earth, while D&D is modeled after Tolkien's LotR.
 

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