It's like GURPS, but not as good... And
that's being nice...
One of the more famous pictures from the book |
What feels like a lifetime ago, the
folks over at Wizards of the Coast put out the 3rd (and
3.5) edition of D&D using the new “d20 System.” It was a real
revolution in gaming at the time. So, to expand their market (and
profits), they created a “modern” version of the d20 system. And
people hated it. I understand why, but I still think it has it's
uses. And there's some really good ideas, and source books, in the
mess.
Let's start with classes. Unlike
traditional D&D, the basic classes are based on the six basic
stats. So, you have the Tough Hero class, the Charismatic Hero class,
the Dedicated Hero class, etc. However, one of the things that made
3.5 so good was the easy multiclassing rules, so you could create a
ton of different combinations. Fast/Smart hero, Charismatic/Strong
hero, etc. These basic classes offer you a bonus feat every other
level and a Talent in between. These Talents have three different
“trees” for each class, which means that two characters with the
same class can go in vastly different directions.
Beyond the basic classes, there were
Advanced Classes and Prestige Classes. When you add in the Advanced
and Prestige classes, you can make a character focused on exactly
what you want them to excel at. This gives you great customization
for your characters. And for the enemies the GM wants to make. The
Advanced classes include things like the Martial Artist, Soldier,
Hostage Negotiator, Daredevil, Personality, Gunslinger, and so on.
The Prestige Classes are used by the various settings to give you
“FX” (as they call them) like magic and psionics.
The game also adds in a ton of adapted
monsters from D&D in a modern setting, which leads to some
hilarious images. They also added in a host of new monsters, many of
which are unique to a modern setting. There's also a great chart for
random monster weaknesses.
The dreaded Living Dumpster, an original monster idea |
In the core book, there's three
different settings: Shadow chasers (a setting inspired by things like
the X-Files and Buffy The Vampire Slayer), Agents of PSI (inspired
by the concerns about the “next stage of human evolution”), and
Urban Arcana (an Urban Fantasy setting that got its own source book
that I'll cover at a later date). Each of these settings include
Department 7, which is either part of the government or a private
corporation, that the heroes are suppose to be a part of. The
settings include their own rules, or FX, the aforementioned Prestige
Classes, and so on. Each of these settings does feel unique and
interesting, but there's just so much else to take in that they don't
really get the space needed to flesh them out. I would have rather
not had any setting and then had them release the setting books right
after the core book.
Of course, you could ditch all of this
and do your own thing. The settings were really just a suggestion or
a starting point. You could mix and match the psionics and magic and
run wild. Or exclude them entirely and run a game set in a less
fantastical world.
Before I go much further, it's time to
talk about the elephant in the room. If you know anything about D20
Modern, or read any other reviews, you've probably heard mention of
the Wealth Bonus system. It's a real problem. It is, quite frankly,
the reason why D20 Modern didn't really take off. You see, the
creators of the game thought that the modern world wasn't like D&D,
where you would keep track of your horde of gold. Instead, in the
modern world, we have credit cards, loans, and the like, so they
wanted to reflect this as a game mechanic. That's right. It's a
mechanic. You make a roll against your Wealth Bonus to see if you can
afford something you want. And if it has a DC of 15 or higher, you
can lose one point of your wealth. Yes. Seriously. It was probably
one the worst ideas they had for this game. To increase your Wealth
Bonus, you had to take ranks in the Profession skill and/or burn
feats. This is asinine in the d20 system, where skills and Feats are
critical to character survivablity and usefulness. They talk about
how you can reflect financial rewards as a one-time bonus on a Wealth
Bonus roll, but it's not really thought out and there's no mechanics
for it.
I know how you might be thinking that
it isn't that bad, but this system is the worst. It was such a
terrible, terrible idea and they kept using it in their expansions
(except for one). I've heard about conversions, and even tried my
hand at it, but I haven't been able to figure out how to handle it.
In the Call of Cthulhu d20 conversion (which used the D&D d20
system), they just gave every character a few thousand dollars and
that was it. And that's what I usually do. Or, I steal for something
else. Because there's no real good way to work around it. Thankfully,
there is a conversion chart in the book (originally intended to
convert real money to their horrible Wealth Bonus) and you can use
that.
Another famous picture from the book |
Now that we're done with that, let's
move on to happier topics. Like where the product line went after the
core book.
After the core book, Wizards put out
the Menace Manual. This gave you some quick-use NPCs, a host of new
monsters to terrorize the PCs, and organizations. These organizations
include real life ones (such as the FBI, CIA, and so on) as well as
others that are for the various settings in the core book, as well as
some that might give you ideas for your own adventures. One reason
why this book becomes critical is because the various expansions make
references to these groups, leaving you clueless if you don't have
it. Clearly, they wanted to give you a Monster Manual but for the
modern world.
The next book is the Weapons Locker.
Printed in black and white, with no lore or adventure ideas, it is a
massive list of modern weapons and a handful of new rules. And it is
a great resource for people doing any sort of game in a modern
setting, not just D20 Modern. Why? Because you can give enemies tons
of different weapons that suit their setting. Plus, there's a ton of
weapons you probably haven't heard of.
The next major source book is D20
Future, with a bunch of different settings and new rules. Not only
are there rules for weapons, space ships, giant robots, and all that
good stuff, but they also introduce the concept of Progress Levels
(abbreviated to PL) which are very similar to the Tech Levels of
GURPS. In fact, this book shows just how much Wizards wanted D20
Modern to become the new GURPS. And, in my opinion, had they not used
the much, and rightfully, loathed Wealth Bonus system, they might
have had a chance to pull it off. Since there's a lot of stuff in
this book, I'm going to need to do a full review of it.
Another book that's interesting is D20
Past, which is pretty small but fun. It gives you some rules for
lower Progress Levels, as well as some fun settings. There's an Age
of Sail setting (but magic and dragon things), a Victorian precursor
to the Shadow Chasers setting of the core book, and some good old
fashioned Nazi-kiling Pulp Era fun. It also gives you rules and stats
for older firearms.
The last book I want to talk about is
Critical Locations. If you can find a copy of this book, and you run
games in modern or future settings, BUY IT! It has maps for a lot of
common places. Taverns, mansions, banks, office buildings, and other
good stuff, it is a GM's godsend. Your characters want to start a
fight in the neighborhood bar? You're covered. Need a map of a yacht?
Boom. It's great. I cannot recommend this book enough!A quick tip: If
you've ever wanted to re-create John Carpenter's The Thing, you can
use the Star Doppelganger from the Menace Manual and the Arctic
Research Station from Critical Locations.
I'll be honest, this is how I imagined the game before I bought it. |
In the end, D20 Modern was an
experiment. And it failed. Part of it was because they made one huge
mistake: The Wealth Bonus. They made things better, especially for a
modern setting, with adding in a cool little system of Action Points.
Action Points gave you a bonus to any d20 roll that increased with
your character level. And they powered some of your abilities. So,
you could use them when life was on the line. But, you only got them
when you leveled up, so you had to use them sparingly. So, powerful
but balanced.
There were other mistakes. While
multiclassing is easy, it can be confusing, especially for new
players. Leaving magic and psionics as part of the FX system and only
available as part of Prestige classes makes it a hard sell for people
who wanted to do some Urban Fantasy. Part of that is because the
magic is mostly about subtly and shadow (which I'll have to explore
in my Urban Arcana review) and part of it is because there's just not
enough space to give you everything you really need right out of the
gate.
Thinking about it, I think the core
game was spread too thin. Without a central focus, it can make things
hard to get grasp. And, without knowing where the game should go,
people are going to get confused. Is this an Urban Fantasy game? A
dark conspiracy game (which were popular at the time)? Was it going
to be the next GURPS? It really didn't know. It wanted to do
everything and failed at it. If they had wanted to be GURPS, they
shouldn't have put in the campaign settings, and let those be
expansions to be released in time. If you ignore the stuff you don't
want, fix the Wealth Bonus system, you've got a solid core of a game.
I think it might be better to just use the D&D d20 system and
drop the magic? I just don't know what to say. I like the game, but
don't at the same time. I do think that there's a ton of good ideas
here.
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