Will Spycraft dominate d20 Modern?

Karl Green said:
Plus the thing I REALLY dislike about Spycraft 1 was the HUGE list of Feats and the same old "you only get a few". I much prefer D20 Moderns Talents/Feats every level. NOW if Spycraft goes that way I might be interested and take a look...

I own both and have run/played both. For style especially when it comes to feats and just organizing the whole bulk of them, IMO spycraft does it better (different strokes...etc). One small point about the "you only get a few" syndrome. What little of that was left over from 1.0 looks to have been changed by the look of the 2.0 previews. More than one class has the "fighter's" feat progression or close to it and there are many more attractive higher level feats to take whatever your character concept, non combat feats included. So far it looks like every Class in 2.0 gets a choice of bonus feats in addition to the 1 every 3rd as normal.
 

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takyris said:
Agree with a lot of what's been said. I'm all about the modular nature of d20M at this point, and I'd be annoyed at the idea of going back to archetypes long-term. I'm running a d20 Past (well, D&D-world using the d20 Modern classes) game right now, and my players have the flexibility to make really unique characters.
I really dig the non-archetypal approach to base classes. At the same time, there's a community of players out there who just refuse to embrace the idea. I didn't really understand the vehemence of such people when I first encountered it but eventually I realized, you can't argue about taste. I think the exclusion of the non-archetypal basic classes from The Red Star in favour of archetypal classes is an example of how the d20M philosophy just doesn't appeal to everyone.

As for the other stuff, I'm not completely averse to house-ruling but at some point I have to ask myself if I'm making so many house-rules, why not just use an entirely new ruleset (or write my own)? So I'll use d20M when it fits what I'm looking for (generally low-action stuff), and Spycraft when it fits better instead (generally high-action stuff). I guess we'll see what happens when SC2.0 is released.

KoOS
 

King of Old School said:
Well, what kind of modern and sci-fi games do you like to run/play? Cinematic or gritty? High-powered or mundane?

KoOS

I guess I would term it heroic. Not so gritty that combat must be avoided entirely, but certainly not Hollywood action-hero style. Say, like 24 as opposed to Alias. This has been my reluctance to convert to d20 Modern thus far. I've read where the MDT keeps combat lethal, but I still have visions of the D&D mindset where high-level characters have no fear of mundane threats.

My players want the game to make sense. If a rule is completely whacked, it kills their immersion in the game - rather than being into the story, where they would take actions that seem plausible, they're jarred back into viewing everything as a game and the mindset shifts away from role-playing into play dictated by game-mechanics. This was the primary reason we abandoned AD&D years ago and after an early test run decided 3.0 didn't go far enough in overcoming those deficiencies.

From a GM perspective, I've done a d20 Modern vs. GURPS bake-off for character creation. I can work up a fully-statted NPC in d20 Modern faster - just one example of how I could condense GM prep time that's already in short supply. I can watch just about any TV show or movie set in a non-fantasy setting and assign d20 Modern classes to the characters in the show/movie. But if gameplay suffers no one will be happy anyway. In play, GURPS is a snap and is internally consistent and strikes the right balance between heroism and gritty realism. But I'm finding the up-front prep time is taking too long (job+wife+5yr old+infant = no freakin' time).

So here's what prompted my post in the first place:
1) I'm not convinced d20 Modern can fit the bill for me or my group. I do think it's a good game, I just think it didn't diverge far enough from D&D and therefore wasn't all it could have been.
2) GURPS provides support for modern and sci-fi genres that is at least equal to (and is arguably stronger) than their support for fantasy. WotC has a wide gulf between its support for D&D and d20 Modern. (I understand their reasons for it. Doesn't change the reality of the disparity.) If I've got to fill in the "gaps" presented by d20 Modern, I'm just changing one form of prep time for another. 3rd-party products help, but I haven't found one publisher that hits the mark across the board. Net gain = 0 or worse (if gameplay doesn't satisfy).
3) Spycraft, being AEG's flagship RPG, presumably has a large interest in the game doing well - which would suggest it would be well supported. Their innovations to the d20 system look interesting. If the core rulebook grabs me, I would be interested to see IF they would do a better treatment of modern and sci-fi genres than d20 Modern has thus far.

Thanks,

Azgulor
 

You can use the WP/VP system in Modern easily. While some might say that you need to modify weapon damages, I've found it's use fits seamlessly into the system. It ends up bringing in the kind of lethality that you sound like you want.

In the end, play what you like. If you're having fun, it's all good.

Kane
 

Azgulor said:
As to WotC, I don't care about the quantity of d20 Modern rulebooks so long as the quality is on par with the core d20 Modern rulebook. I've seen numerous posts where criticisms about the starship and mecha rules appear. And even where buyers have been satisfied with the content of d20 Future, d20 Past, and d20 Apocalypse they've expressed that they wish there had been more content.

I concur with quality over quantity. But any product will attract its share of criticism, especially on the Internet.

Azgulor said:
Clearly, "dominate" was a poor word choice on my part but just so we're clear, if I feel the ridiculous need to incite a pointless flamewar where I just have to sing the merits of one system over the other, I'll frame it as follows to ensure I'm adhering to the RPG Rabid-Fan-boy Internet Forum Rules of Engagement:
"Game A sucks and Game B rocks"

Good. The RPGRGASAGBR Rules are there for a reason, you know. ;)

But just to clarify my point --- as long as WotC wants to be in the modern d20 business, d20 Modern will probably be the leading brand in terms of sales and number of players, for reasons unrelated to the relative quality of either game. Both Spycraft and d20 Modern will continue to have their fans and their non-fans, and some may be more vocal than others, and some will hate specific stuff despite loving their chosen game as a whole.
 

Azgulor said:
I guess I would term it heroic. Not so gritty that combat must be avoided entirely, but certainly not Hollywood action-hero style. Say, like 24 as opposed to Alias. This has been my reluctance to convert to d20 Modern thus far. I've read where the MDT keeps combat lethal, but I still have visions of the D&D mindset where high-level characters have no fear of mundane threats.
Azgulor

The massive damage save is actually a good place to adjust the grit-to-pulp ratio. Turn the DC up to 20 [or higher], or make it a Con check rather than a Fort save [so a 1st level character is just as vulnerable as a 20th level character], and combat gets a lot more dangerous.

Or you can reduce the massive damage threshhold --- instead of MDT = Con, make it MDT = [Con-x]. The characters will be making massive damage saves more often, and that will make them rethink their tactics real fast.
 

Armistice said:
I own both and have run/played both. For style especially when it comes to feats and just organizing the whole bulk of them, IMO spycraft does it better (different strokes...etc). One small point about the "you only get a few" syndrome. What little of that was left over from 1.0 looks to have been changed by the look of the 2.0 previews. More than one class has the "fighter's" feat progression or close to it and there are many more attractive higher level feats to take whatever your character concept, non combat feats included. So far it looks like every Class in 2.0 gets a choice of bonus feats in addition to the 1 every 3rd as normal.


If this is the case it would appeal to me a bit more... I did not like (at all) the fact that if you wanted extra feats you have to take the Soldier/Fighter class... if everyone gets bonus feats (not just Class Features/Abilities) that might be cool... I still don't really like Archetype classes that much for Modern type games ("I'm a Ranger", "Thats cool, I am Soldier", "OH I am Computer Tech" :confused: :mad: hate that type of 'classes')
 

Azgulor said:
I guess I would term it heroic. Not so gritty that combat must be avoided entirely, but certainly not Hollywood action-hero style. Say, like 24 as opposed to Alias. This has been my reluctance to convert to d20 Modern thus far. I've read where the MDT keeps combat lethal, but I still have visions of the D&D mindset where high-level characters have no fear of mundane threats.
If that's the case, you might be better off with d20M. Spycraft is definitely in the vein of Hollywood action-hero style -- a big element of the design is enhancing PC competence at lower levels (esp. relative to D&D) and the character abilities are definitely geared towards the cinematic. Indeed, if I were to compare the two systems I might say that d20M is 24 and Spycraft is Alias. That said, you can certainly do something like 24 with Spycraft and you could run Alias with d20M; I'm just talking about their respective defaults.

The VP/WP system used in Spycraft is probably more "plausible" in terms of explaining away the abstract difference between attacks that actually hit and attacks that "just miss," but in both systems a critical hit with a decent-sized firearm stands a good chance of putting a character down with a single shot at any time. High-level d20M characters do have an advantage insofar as it's easier to make your Fort save when triggered by MDT, but it's trivial to houserule that discrepancy.

So here's what prompted my post in the first place:
1) I'm not convinced d20 Modern can fit the bill for me or my group. I do think it's a good game, I just think it didn't diverge far enough from D&D and therefore wasn't all it could have been.
2) GURPS provides support for modern and sci-fi genres that is at least equal to (and is arguably stronger) than their support for fantasy. WotC has a wide gulf between its support for D&D and d20 Modern. (I understand their reasons for it. Doesn't change the reality of the disparity.) If I've got to fill in the "gaps" presented by d20 Modern, I'm just changing one form of prep time for another. 3rd-party products help, but I haven't found one publisher that hits the mark across the board. Net gain = 0 or worse (if gameplay doesn't satisfy).
3) Spycraft, being AEG's flagship RPG, presumably has a large interest in the game doing well - which would suggest it would be well supported. Their innovations to the d20 system look interesting. If the core rulebook grabs me, I would be interested to see IF they would do a better treatment of modern and sci-fi genres than d20 Modern has thus far.
1. Many people agree with you. I think that this point, more than any inherent quality of the system as written, dampened many people's enthusiasm.

2. I don't see any point in comparing GURPS' support for modern/SF relative to its support for fantasy, to d20M's support for modern/SF relative to D&D's support for fantasy. The fantasy support in both cases is irrelevant; the meaningful comparison is how well d20M supports modern/SF compared to how well GURPS supports modern/SF, if your issue is published support for your chosen genres of play. Support for modern play in d20 isn't at all bad (keeping in mind that d20M concerns itself with a lot less detail than GURPS by default and therefore doesn't need the volume of material) but if you're looking for SF support comparable to GURPS, esp. at the "gritty" end... keep looking. d20 Future is pretty barebones.

3. Spycraft 1.0 was well-supported (moreso than d20M, if you're talking first-party support) and Spycraft 2.0 will no doubt be well-supported. That said, the support will almost certainly focus on modern cinematic action, and I wouldn't expect SF support to happen anytime soon... though I'd love to be proven wrong. Again, if SF is your big thing then you have d20 Future now instead of 6, 8 or 12 months from now when a comparable Spycraft product might hit the shelves (if we're lucky).

(As an aside, I think it's fair to say that Legend of the Five Rings is AEG's premier RPG. Spycraft is very cool but in terms of public profile, it's no L5R.)

Kanegrundar said:
You can use the WP/VP system in Modern easily. While some might say that you need to modify weapon damages, I've found it's use fits seamlessly into the system. It ends up bringing in the kind of lethality that you sound like you want.
In Ultramodern Firearms, Charles Ryan suggested the following adaptation for d20M weapons if using the VP/WP system instead of HP: add a die of damage, such that 2d8 becomes 3d8, 2d6+2 becomes 3d6+2, etc. This might be good if you're looking for more versimilitude and/or lethality.

KoOS
 

Azgulor said:
I guess I would term it heroic. Not so gritty that combat must be avoided entirely, but certainly not Hollywood action-hero style. Say, like 24 as opposed to Alias. This has been my reluctance to convert to d20 Modern thus far. I've read where the MDT keeps combat lethal, but I still have visions of the D&D mindset where high-level characters have no fear of mundane threats.

I can put some of those fears to rest for you, based on my games. :)

If you're playing a Spy Hard kinda game where every guard has an automatic weapon, you figure out two things quickly: 1) all those vaunted hit points disappear quickly if you're being fired upon by a lot of guards, and 2) one good damage roll and one bad Fort save can still take you out.

I ran an "Enter the Dragon" ripoff one-shot where the good guys were martial arts experts and the bad guys were either ninjas or drug-factory guards. The guards had machine guns (2d8 or 2d10, can't remember which). The players were unafraid. Then the guy who'd been untouchable in melee combat (Defense 29 before Combat Expertise, which he always used) rolled badly on a Reflex save against automatic gunfire. He took 18 points damage, blew his Fort save and was out of action -- and he'd been the "Unkillable" character. (12th level, 32-point buy -- a Fast/Martial Artist defense-max'd hero)

That's the one good thing about d20M's oft-criticized automatic weapons rules -- Defense 10 is pretty easy to hit, so the real burden falls on the PCs. And while a DC15 Reflex save doesn't sound that hard, you're always going to blow it every once in awhile.

My players want the game to make sense.

Ditto. And by and large, it does, unless you're specifically trying to break it. But then, I no longer judge games by how hard it is for me to break them. I judge them by how well they work when I'm doing what I'm supposed to be doing with them -- and whether what I'm supposed to be doing is what I want to be doing.

The big problem I hear people complain about is "one PC, high-level, versus 20 mooks with pistols". I've run this as well, and it's not the problem people suspect. If the player is stupid and doesn't run or surrender (or have great skills that work well in the environment in which the fight is taking place, like everyone having partial cover and the PC having the ability to ignore cover when targetting people), the PC pretty much dies. Then again, I build my mooks under the theory that even mooks want to be effective. If the high-level PC is so hard to hit that I only hit on a 20, well, that just means there's no reason not to use Double-Tap. After all, it doesn't lower my chance of hitting at that point. (Any gun-using mook I build will have Point Blank Shot and Double-Tap at some point -- usually early on, so I can have a Strong/Dedicated guard with lots of ranks in Spot, a profession that gives Personal Firearms Proficiency, and a firearm attack that does 3d6+1.) This doesn't make a single mook into the equal of a high-level player, but it does mean that if the PCs run into 10 mooks and they all start shooting, the PCs either take cover or throw a grenade. There's no casually avoiding people who can force an MDT on you.

And if you run a few adventures and it still doesn't seem deadly enough, I've found that one simple change makes it a TON worse. Trigger the massive damage save based on damage taken per ROUND, not per hit. If you're hit 3 times for 7 apiece, that's 21 -- so you probably have to make a save. That makes a bunch of mooks shooting at you a whole crapload deadlier.

1) I'm not convinced d20 Modern can fit the bill for me or my group. I do think it's a good game, I just think it didn't diverge far enough from D&D and therefore wasn't all it could have been.

This is the all-important factor. If it's not right for your group, it's not right for your group. No arguing that.

2) GURPS provides support for modern and sci-fi genres that is at least equal to (and is arguably stronger) than their support for fantasy. WotC has a wide gulf between its support for D&D and d20 Modern. (I understand their reasons for it. Doesn't change the reality of the disparity.) If I've got to fill in the "gaps" presented by d20 Modern, I'm just changing one form of prep time for another. 3rd-party products help, but I haven't found one publisher that hits the mark across the board. Net gain = 0 or worse (if gameplay doesn't satisfy).

That sounds like a good point for your game. My games don't need that much prep-time, so it's not one I can speak for myself, but yeah, if every session involves you having to hunt around for information on how something new should work in d20 Modern terms, it's not the right system for you.

If you don't mind me asking, what kind of prep-time are we talking, here? Is it research like "I need to know what an average hotel layout looks like," or "I need to know whether an Abrams tank with severe tread damage can do a 90-degree turn, or, failing that, how to handle a bull-rush-style attack with a swinging tank turret." For me at least, both the former and the latter fall under the heading of "Things I handwave", but mileage varies for different gamer groups.

3) Spycraft, being AEG's flagship RPG, presumably has a large interest in the game doing well - which would suggest it would be well supported. Their innovations to the d20 system look interesting. If the core rulebook grabs me, I would be interested to see IF they would do a better treatment of modern and sci-fi genres than d20 Modern has thus far.

Could happen. And I'm sure that it'll make the archetype-loving people happy. (That's not a slam on them. They deserve to be happy, and d20 Modern certainly isn't their way to get there unless the GM makes "The Fencer" as a Strong/Fast combination and tells them to take levels in that. And that's a pretty ugly kludge.)
 

While d20 Modern is more flexible, I vastly, vastly prefer Spycraft for my spy genre games. Do I want to use it for other settings? Nah - I'll probably stick with Grim Tales for that. But for me Spycraft quickens my blood and makes me want to run my own James Bond movie, whereas d20 Modern puts me to sleep. That's good enough for me.

I liked d20 Future, though; that was a fun book.
 

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