Full description not available
A**R
Except that I had one of my favourite campgains set in the modern world using D20 Modern ...
D&D in the modern world? That's insane! Except that I had one of my favourite campgains set in the modern world using D20 Modern rules. And we had no magic or monsters to speak of. It was a time when Fast And Furious was a revelatory thing, mind you. But it was fun, and it was interesting to see D&D rules translated into the modern world of fireams, the internet, and the like. I 'd like to see it updated some day to the 2016 world, but you do get a bit of that in the Future expansion, as Modern was very 90s and early 2000s. Still, it was a cool idea, and while it might not have been popular enough to warrant Wizards updating it to the world as it is right now, it' was still cool to see things like dragons and RPGs (the missile weapon) go head to head in the age of the internet.
A**.
The core character creation rules are great for creating PC for a wider sweeping setting
My friends and I have been running a World War 1.5 setting on this system for a while. The core character creation rules are great for creating PC for a wider sweeping setting, but the sheer amount of pre-built GM PCs have a lot to build a wide amount of stories based on singular experiences during the war; The Hunting of Gavrillo princip, two men in the trenches desperately attempting to counter snipe each other before the night raids, and many other 1-Shot vignettes that ring across the desperation of the first-ish World War. Also there were airships. Like big old honking dirigibles. Armor plating in hydrium to make up for the shortfalls of hydrogen. Yeah you could accomplish these by taking PC or Monster Dice and replacing them with a D12 or D hundred, depending on the scale of ship and the size of its guns. This game seriously has a pre-built NPC for nearly every niche in human society and then some for animals and Cryptids. Add some other source books and baby you got a stew going.
A**N
d20 modern -- not just the same old d20
The d20 system is based on the 1st and 2nd edition Dungeons & Dragons rules in part. As 3rd edition was created, the core system was dubbed d20, and relased under the Open Gaming License. Fair enough.Then Wizards of the Coast decided to make a generic game to compete with the likes of GURPS and Hero System. To say that I was skeptical is, at best, an understatement. I think I may have used some rude language, and for that I appologize to the folks at Wizards. d20 modern proves me wrong in all the right ways.The system starts off with some generic classes that don't really have much life to them. After level 3, however, characters start to branch out into "advanced classes," which are essentially de-fantasied D&D classes like fighter and monk with some new entries like scientist and personality. So far so good... it's a mildy workable class-based system. Now, thow in the typical d20 feats and skills to make it a lot more personalized and a bit more GURPS-like. This makes it a very workable generic system.But d20 modern does more. It adds in a Wealth System that abstracts the purchase of gear. At first, I was turned off by this because it "required" rolling for gear, which doesn't make any sense to me. However, in reading further, I was reminded that you never have to roll for a skill or other non-combat check in d20 as long as you're not rushed or working under adverse conditions. You can always "take 10" or (for the cost of more time) "take 20". This makes the Wealth System a joy. It's a nice simple way to handle wealth in a complex economy without worrying about how much interest your credit cards charge or what the mortgage rate on your house is.There's also a set of "talents" which are like D&D class special abilities, but they're in modular sets that you can choose from during your early "generic" levels. These are very nice, and let you further customize classes to taste.The Urban Arcana and other paranormal add-ons are great, and there are whole books dedicated to them. I'm a big fan of the way they brought the fantasy elements into the system without dwelling overly much on a particular setting in the core book.If I had to list one copmplaint, it would be the number of things in the book that are off-putting to people who are just coming up to speed (but make sense in the long run). This certainly makes it harder to win converts among the typical gaming crowd.One word of warning: be careful about books that claim to be d20, and are set in the modern day. Some aren't d20 modern, and they're not always nearly as good a d20-based system as this.If you have a group of players itching for a modern-day or early 20th-century game, I recommend d20 modern with two thumbs up and only minor reservations about the salesemanship factor.
M**R
An excellent RPG for creating and running modern day adventures
Before I get to the review, here's a short description of my previous Pencil and Paper RPG experiences: I started out in 2001 with Dungeons and Dragons third edition, as well as RIFTS. I eventually continued onto Dungeons and Dragons edition 3.5 and Shadowrun.Now, onto d20 Modern itself:I had first learned of the book in late 2003, but I only glanced at it briefly and brushed it off as "inferior" to D&D.How wrong I was.After seeing the d20 Modern website in early 2005, and actually taking the time to examine what the system could handle and replicate, I re-read the Core Rulebook and was thoroughly pleased.---For starters, Modern differs from it's predecessor enough that even veterans of D&D will have some new rules to learn.Character classes (a representation of experience in a variety of life paths) are not narrowly defined terms such as "Fighter" or "Rogue", but rather, they are based off of the six main attributes all characters have - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.The Strong Hero class represents physical training to exert more damage in melee combat, as well as training in athletic pursuits (climbing, jumping, swimming)The Fast Hero class represents physical training to become more agile and capable of avoiding incoming danger, as well as training in ranged combat and stealthy pursuits (hiding, moving silently, sleight of hand)The Tough Hero class represents physical training to withstand more punishment from the environment and recovering from injury quickly, as well as training to resist poisons, disease and keeping one's body focused (concentrating)The Smart Hero class represents mental training to pick up on a wide variety of academic and technical skills to be prepared for any situation that calls for book smarts, as well as training to outsmart one's enemy in combat (crafting, knowledge)The Dedicated Hero class represents mental training to be in tune with one's surroundings, aware of danger, able to ferret out deception, as well as training to be well versed in a wide variety of pursuits (listening, sensing motive, treating injuries)The Charismatic Hero class represents mental training to become likeable or frightening to others, and one that movies through social circles with ease, as well as training to command others in conflict (diplomacy, intimidation, gathering information, inspiration)In addition to the six basic classes above, there are twelve "Advanced Classes" that focus more on one aspect of a character, such as the Soldier class for general combat excellence, or the Field Medic, for the ability to work miracles and heal the mortally wounded.Each class has ten levels of progression, and each character can achieve up to twenty levels through their journey. Therefore, you will inevitably come to a point where you must take one or more levels in a variety of classes.For example, a boxer would typically be a Strong Hero / Tough Hero. Or, for one that is speedy and dodges well, they may be a Fast Hero / Strong Hero instead.Want a scout? A Fast Hero / Dedicated Hero is ideal.Or are you more of a highly intelligent smooth talker? Smart Hero / Charismatic Hero.Did your character serve in the Marines, but is now a Detective? Tough Hero / Dedicated Hero / Investigator.---Asides from the classes, there are Occupations such as Academic, Law Enforcement and Technician - sets of permanent skills and a wealth increase, Feats - special abilities any character can eventually learn, and Skills - training anyone can pick up on. Most any character concept you can imagine, you can create.Equipment - Outfit your character with everything from Desert Eagles, to PSG-1 sniper rifles, to mesh vests, to electrical tool kits and even a BMW M3 to carry all that gear around.Admittedly there are some problem areas: non-lethal damage (knocking out opponents) is horribly ineffective and not worth it as-is. But with a house-rule (change to the rules as is) or two, you won't have any problems.Finally, the book itself is well made. The binding is solid, the cover is durable and the pages are of a high quality stock.All in all, d20 Modern is an extensive and engaging game sure to bring many hours worth of cinematic fun to you and your friends.
P**R
3.5 D&D in the modern world.
If you enjoy version 3.5 fantasy with it's feats and easy play system but fancy a break from elves, sorcery etc then this is just the ticket. Fully compatible and familiar system with realistic modern feats and combat. Currently have a party of UNMOVIC adventurers looking for WMD in Iraq 2003. Mixed civilian/military. This works really well.
S**S
Fast and Furios
Wer auch immer eine Möglichkeit sucht, mit einem einfachen Regelsystem schnelle und spannende Abenteuer zu schaffen und zu spielen, ist mit diesem hier perfekt beraten. Auch wenn es sich in erster Linie an Spieler in der Moderne richtet, lässt sich hier auch Fantasy und Future hervorragend spielen.Das System der Charaktere ist so aufgebaut, daß man anders als bspw. bei D&D keine festgefügten Klassen in Form von Berufen auswählt, sondern zuerst einmal festlegt, welche Art Typ der Charakter ist. Ist es also einer, der sich am ehesten durch seine Ausstrahlung (Charismatic Hero) oder durch seinen Verstand (Smart Hero) durchs Leben schlägt? Jeder Charaktertyp lässt sich dann weiter spezialisiern und individuell ausgestalten, indem man zuerst mal eine "Berufsausbildung" wählt. Diese versorgen mit bestimmten Fähigkeiten und Grundlagen, aber nicht in dem Ausmaß, wie die gewählte Grundausrichtung (Klasse) dies tut. Als nächstes wählt man aus verschiedenen, durch die Klasse bereitgestellten Talentbäumen aus, noch ein paar besondere Fähigkeitn und antrainierte Kenntnisse, und der Charakter ist startbereit.Das System selbst ist klar auf Spannung und Action angelegt, aber lässt sich genauso gut auch als Mystery oder Horror spielen. Damit man verschiedene Varianten hat, und auch Fantasy (so gewünscht) einbauen kann, liefert das Spiel neben allerlei Ausrüstung und dem dazugehörigen simplen aber gut funktionierenden Geldwertsystem auch gleich magisches Zeug mit. D.h. man bekommt ein Magiesystem sowie ein PSI-Kräftesystem, man erhält Systeme für magische Gegenstände etc. Das alles ist eher eine Art Baukasten, da man ohne weiteres und auch sehr gut, eine völlig realistische Spielwelt verwenden kann, aber es ist eben auch MÖGLICH, etwas zu spielen, das vllt. eher Ähnlichkeit mit Buffy oder Angel hat. Dementsprechend darf natürlich bei der Möglichkeit interessanter Gegner auch nicht eine kleine Auswahl an Kreaturen fehlen. Diese Kreaturen umfassen aber schon so einiges, und da auch direkt das System zum Erstellen solcher Wesen in Baukastenform mitgeliefert wird, fehlt hier nichts.Damit man auch gleich loslegen kann, werden drei Kampagnengrundlagen mitgeliefert. Shadow Chasers (Angel/Buffy/Supernatural), Agents of PSI (Akte-X/Millenium) und Urban Arcana (Modern Fantasy). Diese sind in den Grundlagen dargestellt, liefern teilweise weitere Materialien zur Verwendung und bieten direkte Abenteuer(grundlagen), um loslegen zu können. Ich selbst habe mit Shadow Chasers gleich eine ganze Reihe an hoch spannenden und zufrieden stellenden Abenteuern begonnen.Auch wenn ich selbst anfangs skeptisch war, muß ich sagen, daß ich selten so positiv überrascht von einem Rollenspiel war, und dieses hier ist ein echtes Highlight.Was Aufmachung und Übersicht angeht, kann ich mich meinem Vorredner nicht anschließen. Außerdem kann ich nicht verstehen, daß man diese Punkte als einzige Grundlage bei der Bewertung eines Rollenspieles, sprich des Systems, heranzieht.Dieses Spiel hat wirklich weit mehr als drei Punkte verdient!
C**R
Great book, classic system
I'm of the opinion the 3.5 d20 system is about as good as it gets. D20 modern is very adaptable and one of my favorites.
D**D
Awesome
Awesome for pen paper rpg gamers looking to expand into modern era.
M**D
good
receive as expected and overall pages are perfect.only corners were a bit twitted, package could have more protection.good deal!
Trustpilot
1 week ago
5 days ago