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Hardcover D20 Modern Roleplaying Game: A D20 System Core Rulebook Book

ISBN: 0786928360

ISBN13: 9780786928361

D20 Modern Roleplaying Game: A D20 System Core Rulebook

(Part of the d20 Modern Series)

Play Every Adventure You Can Imagine Experience the thrills of every blockbuster action movie, every heart-pounding first-person shooter, and every explosive, high-octane escapade you can dream up.... This description may be from another edition of this product.

Recommended

Format: Hardcover

Condition: Good

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Customer Reviews

5 ratings

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,

What 4th Edition D & D should be.

With rumors of a 4th edition looming in the eaves to swoop down upon consumers at some time in the not-to-distant future, I am hoping that they adopt many of the aspects of this system. I really like reputation, wealth, and talent trees. Reputation is your reknown among people who walk in similar professions as you. If you are a criminal, the cops and fellow crooks would use this to see if they heard of you or know you on sight. Wealth is a general sense of your financial worth, ranging from 0 to 31+. Instead of carrying money, you roll a D20, add your wealth, and if it is higher than the "value" of the item, then you are able to purchase it. If it is an expensive item (i.e. a car or a house), then the GM can have you deduct a point of two from your wealth score in order to represent the money tied up in that purchase. Talent Trees: Each of the classes have a series of talents that they are good at. Think of them as specialized feats that only that class can have. Depending on one's character focus, this can have an impact on how you multiclass in the future. These three features really set the game apart from D & D. Combined with the generic classes and character occupations, and you have characters that feel more free form and unique than the classes in D & D. My only real complaint is that the "Advanced Classes", the D20 Modern equivalent of Prestige Classes, are lackluster and rather pointless. They take away from the strengths of the basic system.

d20 Modern rulebook review

I started playing RPGs years ago with Dungeons & Dragons, Gamma World, and Top Secret. Then I broke away from those games and got into Rifts by Palladium for years. However, I became increasingly frustrated by Palladium's clunky rules. I found myself modifying too many of its existing rules and making up new ones where there were none to speak of. Then, while browsing the stacks at my local hobby store, I stumbled across d20 Modern.Simply put, this book is fantastic! Not only does it have great artwork, but it also has hundreds of ideas and concepts to stimulate the imagination of any gamer. But the best part of it is the d20 rule system. The d20 system is easy to use, logical, and covers any possible situation that characters could get into.The theme of d20 Modern harkens back to the old TSR version of Top Secret, which was basically an espionage game. However, d20 Modern expands on that and encompasses such wild and woolly aspects as psionics and magic. Tired of fighting enemy spies all the time? Then tackle a Bugbear security guard or try to depose a Mind Flayer disguised as a cult leader.The key word to the d20 system is flexibility. I just bought the new d20 versions of Dungeons & Dragons, Star Wars, and even Gamma World, which was just released again. I am waiting for someone to use the d20 open gaming license to create a compatible version of Rifts, but until then, I can use all my d20 books to create my own Rifts-esque setting and campaign. The possibilites are endless, and the d20 Modern book is a cornerstone for your wildest imaginings.

Great transposition of D & D to Modern Times

I've been role playing for about fifteen years, much of that time spent with Dungeons and Dragons (D & D). I've enjoyed the new 3rd edition D & D rules and this book uses the same basic concepts to let you play in the modern world. I think the rules work well for the modern world whether you decide to run a fantasy campaign or a mundane spy campaign. The book is also attractive and well laid out, unlike the new D & D books.The biggest difference between D & D and D20 Modern is the attitude towards classes. In D & D, your class is what you are: a wizard, a barbarian, a cleric. In D20 Modern, a class just adds something to your character. The basic classes are Strong, Fast, Tough, Smart, Dedicated, and Charismatic. Each gives you abilities in line with one of the basic ability scores. You are not only free to mix different classes, but encouraged to do so. The addition of advanced classes like Soldier or Techie adds another layer of customization.The other modern concepts are handled well. Guns do decent damage but not vastly more than the weapons found in D & D. This is tempered by the massive damage rule which states that any time you receive damage equal to or greater than your constitution score you must make a fortitude save or be reduced to -1 hit points instantly. Similarly, driving vehicles is handled much like character movement, with associated feats and skills to allow you to be a more effective driver or pilot. Finally, the vagaries of modern finance are abstracted away with an elegant wealth system.If you're looking to move players who are familiar with D & D into a modern setting, this book is definitely the one for you. If you just want an RPG system that allows heroic modern scenarios, again this is the system to get. The D20 system allows you to take advantage of a wide variety of D20 compatible supplements as well.Overall, I think this is a great system and a great purchase.

Ultimately modular d20

I'm more fond of d20 Modern than I have been of any other d20 product with the exception of Call of Cthulhu d20, which is an obvious influence. The nature of the class system, which seems designed especially for maximum variety (unlike D & D, there is no multiclassing penalty...indeed, the whole game is geared towards encouraging the multiclass player) and the inclusion of the Talent Tree only emphasizes that. Between multiclassing, talent selection and feats and skills, it becomes possible to grow into an enormously varied selection of character types...the closest I've ever seen a class and level system come to the flexibility of a point based system, in fact. With the addition of streamlined magic and psi systems derived from the ones in D & D (although I'll admit it would have been nice to have had the lost GeneTech setting included...I'm a sucker for Transgenics) and the nice assortment of monsters, it becomes possible to use this book for almost any genre you'd care to create, which is where it earns its cover price for me. I don't want limits, I want possibilities, and I can imagine using this book to create any campaign I'd want to run and almost any character I'd want to play. The cross-genre nature of the book wins me over. I do think the monster section (although useful for someone intending to use only this book) could have been removed and some rules for high-tech could have been included...but this isn't d20 Future, I guess.
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