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Will Spycraft dominate d20 Modern?
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<blockquote data-quote="Azgulor" data-source="post: 2448783" data-attributes="member: 14291"><p>Considering that I don't own Spycraft or any other AEG books but merely indicated that the Spycraft 2.0 previews looked promising, I am hardly in a position to say Spycraft is better than d20 Modern so you've apparently completely missed the original question. What I was suggesting/asking was the following:</p><p>1. Prevailing opinion (based on what I've read) seems to be that overall, Spycraft had "sexier" game mechanics. Examples of d20 Modern mechanics that have been debated at length include firearm rules, MDT vs. W/VP, a bolt-on of the D&D spell-slot system, and nonlethal damage.</p><p>2. AEG is making the claim that Spycraft 2.0 will be suited for other styles/genres apart from it's spy-genre core focus. They've also suggested that most of the supplements will stand-alone.</p><p>3. For those who have both books, if Spycraft 2.0 made good on its claims, would Spycraft's engine become their modern d20 engine of choice?</p><p></p><p>I'm curious because I'm considering abandoning GURPS for modern and sci-fi games. GURPS is a great game that I can customize any way I want but as of late I don't have the time to do all of that customization myself. I <strong>LIKE</strong> the d20 Modern class system b/c it seems a good middle ground between free-form character creation and archetype-based classes. However, while GURPS has numerous full-fledged supplements of high-quality for the modern and sci-fi genres, WotC has adopted a much weaker approach to supporting the game with <em>sourcebooks of comparable quality/thoroughness to their D&D sourcebooks</em>.</p><p></p><p>Since I haven't yet played d20 Modern, I'm not invested in the system from a campaign perspective. (I do own several d20 Modern books and some Blood-&-____ supplements.) If I'm going to change rules on my players however, I'd like to do it once and for it to be successful. So I thought I would get the opinions of those who had played or at least read, both games. Crazy, I know.</p><p></p><p>As to WotC, I don't care about the <em>quantity</em> of d20 Modern rulebooks so long as the <em>quality</em> 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.</p><p></p><p>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 <em>have</em> 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:</p><p>"Game A sucks and Game B rocks"</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 2448783, member: 14291"] Considering that I don't own Spycraft or any other AEG books but merely indicated that the Spycraft 2.0 previews looked promising, I am hardly in a position to say Spycraft is better than d20 Modern so you've apparently completely missed the original question. What I was suggesting/asking was the following: 1. Prevailing opinion (based on what I've read) seems to be that overall, Spycraft had "sexier" game mechanics. Examples of d20 Modern mechanics that have been debated at length include firearm rules, MDT vs. W/VP, a bolt-on of the D&D spell-slot system, and nonlethal damage. 2. AEG is making the claim that Spycraft 2.0 will be suited for other styles/genres apart from it's spy-genre core focus. They've also suggested that most of the supplements will stand-alone. 3. For those who have both books, if Spycraft 2.0 made good on its claims, would Spycraft's engine become their modern d20 engine of choice? I'm curious because I'm considering abandoning GURPS for modern and sci-fi games. GURPS is a great game that I can customize any way I want but as of late I don't have the time to do all of that customization myself. I [B]LIKE[/B] the d20 Modern class system b/c it seems a good middle ground between free-form character creation and archetype-based classes. However, while GURPS has numerous full-fledged supplements of high-quality for the modern and sci-fi genres, WotC has adopted a much weaker approach to supporting the game with [I]sourcebooks of comparable quality/thoroughness to their D&D sourcebooks[/I]. Since I haven't yet played d20 Modern, I'm not invested in the system from a campaign perspective. (I do own several d20 Modern books and some Blood-&-____ supplements.) If I'm going to change rules on my players however, I'd like to do it once and for it to be successful. So I thought I would get the opinions of those who had played or at least read, both games. Crazy, I know. As to WotC, I don't care about the [I]quantity[/I] of d20 Modern rulebooks so long as the [I]quality[/I] 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. 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 [I]have[/I] 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" Azgulor [/QUOTE]
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