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Your experiences with d20 Modern?
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<blockquote data-quote="FatGnome" data-source="post: 703600" data-attributes="member: 10366"><p>1) Yes I have.</p><p>2) Yes I did</p><p>2a) I love how general the differant classes are. You can easily play anysort of a person that you want to. So far I have not used any of the spell using classes or the psionics but I have enjoyed the game. The campaine our group has been playing was set in WW2 and almost all of our charecters have almost died at some point or another. Cover is truely important in this book. I haven't realy used cover or concealment in any of the other games I played in (DnD and Starwars with a brief stint of BESM). I am also much more likely to go prone giving me extra bonuses to defence. So anyway I like the way ranged combat works.</p><p></p><p>I agree though that shotguns kind of suck so we have instituted the rule for them that all the shotguns in the book are balanced for slugs and if you want to use shot in the gun we:</p><p></p><p>double number of damage dice,</p><p>half the range increment,</p><p>take away one die for every new range increment.</p><p></p><p>This makes the shotguns way more deadly close up but much less so further away. Also I realise what this does to the sawed off shotgun, it makes it so you have an attack of opportunity at one range increment. I guess that is the penalty you take for having increased concelment of the weapon. </p><p></p><p>You can change the number of added damage die depending on how deadly you want the shotguns to be. It has been sugested that you add only one die and then after 3 range increments one die till max range.</p><p></p><p>We also do alot of roll playing instead of "roll" playing so most of our time is spent in the verbal time instead of the rolling attack times. We use the rules that we only roll for things that will effect the game dramaticly. We have used the driving rules in both of the games I played in and we have liked them alot. They are easy once you get them figured out and all you have to remember is that you only roll when doing stunts or trying something that is out of the ordinary. Most of the rules make sense so it is fairly intuitive. I like the rules about shooting through glass although I would add a percent chance that the glass shatters when someone fires through the glass.</p><p></p><p>All of the classes are definatly cool. I do not see an advantage of any of them over the others. Smart and Tough are dogged alot but dang they are both cool. I mean you can get tons of hitpoints and d/r with the tough wich more than makes up their lack of other things. </p><p></p><p>So all in all I realy like the system. If you want, as a GM you can make up any talent trees you want to. Ask your players if they have any ideas and then add the talent trees they are looking at into your own game. I take the rule book as sugestions and a starting point, not a difinitive source for rules and regulations. Do not let it become a total, all encompasing, can't add to it, can't do anything it does not mention explicitly rule book. If you do it will lose much of the fun involved in RPing.</p></blockquote><p></p>
[QUOTE="FatGnome, post: 703600, member: 10366"] 1) Yes I have. 2) Yes I did 2a) I love how general the differant classes are. You can easily play anysort of a person that you want to. So far I have not used any of the spell using classes or the psionics but I have enjoyed the game. The campaine our group has been playing was set in WW2 and almost all of our charecters have almost died at some point or another. Cover is truely important in this book. I haven't realy used cover or concealment in any of the other games I played in (DnD and Starwars with a brief stint of BESM). I am also much more likely to go prone giving me extra bonuses to defence. So anyway I like the way ranged combat works. I agree though that shotguns kind of suck so we have instituted the rule for them that all the shotguns in the book are balanced for slugs and if you want to use shot in the gun we: double number of damage dice, half the range increment, take away one die for every new range increment. This makes the shotguns way more deadly close up but much less so further away. Also I realise what this does to the sawed off shotgun, it makes it so you have an attack of opportunity at one range increment. I guess that is the penalty you take for having increased concelment of the weapon. You can change the number of added damage die depending on how deadly you want the shotguns to be. It has been sugested that you add only one die and then after 3 range increments one die till max range. We also do alot of roll playing instead of "roll" playing so most of our time is spent in the verbal time instead of the rolling attack times. We use the rules that we only roll for things that will effect the game dramaticly. We have used the driving rules in both of the games I played in and we have liked them alot. They are easy once you get them figured out and all you have to remember is that you only roll when doing stunts or trying something that is out of the ordinary. Most of the rules make sense so it is fairly intuitive. I like the rules about shooting through glass although I would add a percent chance that the glass shatters when someone fires through the glass. All of the classes are definatly cool. I do not see an advantage of any of them over the others. Smart and Tough are dogged alot but dang they are both cool. I mean you can get tons of hitpoints and d/r with the tough wich more than makes up their lack of other things. So all in all I realy like the system. If you want, as a GM you can make up any talent trees you want to. Ask your players if they have any ideas and then add the talent trees they are looking at into your own game. I take the rule book as sugestions and a starting point, not a difinitive source for rules and regulations. Do not let it become a total, all encompasing, can't add to it, can't do anything it does not mention explicitly rule book. If you do it will lose much of the fun involved in RPing. [/QUOTE]
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