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Title: Core Rulebook (d20 Modern Roleplaying Game) by Bill Slavicsek, Jeff Grubb, Rich Redman ISBN: 0-7869-2836-0 Publisher: Wizards of the Coast Pub. Date: 06 December, 2002 Format: Hardcover Volumes: 1 List Price(USD): $39.95 |
Average Customer Rating: 3.52 (25 reviews)
Rating: 5
Summary: Great transposition of D&D to Modern Times
Comment: 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.
Rating: 4
Summary: definitely modern
Comment: Hey, my name is Pete I've been gaming for 15+ years. Only a few really productively though. I've played basic D&D, 2nd ed. Ad&d, and now third edition. I run a bi-weekly third edition game at a gaming store, and Have played GURPS a few times. While my review is based on only a first glance of this material I hope it will help some of you out.
For fresh and new gamers the information is very thorough, and this book should cover you completely to play a game. I think the mechanics may be a little harder for veteran gamers to grab onto because of the subtle differences. Many gamers know the D&D rules so well that a lot of calls are reflex and this is just unfamiliar enough to trip them up. The monetary system is very easy to grasp, but a little awkward to try to run. From a role playing perspective. The information is clear and concise giving the characters ample opportunity to flesh out their personality and lifestyle with day-to-day jobs/occupations and plenty of highly specific skills and feats. Once characters are completed everything is really going to have to be on the Game Master to keep the flow and feel fun and believable. For those hoping for sci-fi stuff this book really does draw the line at modern, but I'd wager there'll be plenty of D20 source material out there. Personally I think the current day tech-level is fine, and the book also allows for characters who want to go Archaic with swords etc. I'm getting a little too long-winded so I'll cut this short now, basically the possibilities are endless and I can't wait to play so I can start memorizing the nuances of the rules.
Rating: 5
Summary: One of the best out there
Comment: I am a fan of D&D, (even though with my busy lifestyle, I haven't been able to invite my friends to roleplay with me) but in my opinion, this d20 Modern system is much more fun. It is a lot less complicated, and has amazing fun possibilities! In the normal D&D, if you wanted to heal yourself, you used a potion or a spell. In this, you can use a potion or a spell, but you can make yourself a healing pizza or a healing cookie instead! Its the little things like that that make the game fun. Its great! There are hardly any errors in it. The only errors I've seen are actually little insignificant typos, like 'kll' instead of 'kill' and 'inccludes' instead of 'includes'. And its the first edition! That is very rare. Its well done, I applaud the writers. Some people here complain about things like a gunshot not killing someone. But think about it: killing an enemy in one shot? Kinda pointless. I have the Urban Arcana as well, and you shouldn't go without that. Really, buy this! There's something about it that the normal D&D doesn't have! (Besides the guns, cars, and technology)
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Title: Urban Arcana Campaign Setting (d20 Modern) by Bill Slavicsek, Jeff Grubb, Eric Cagle, David Noonan ISBN: 0786926597 Publisher: Wizards of the Coast Pub. Date: 30 June, 2003 List Price(USD): $39.95 |
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Title: d20 Menace Manual by J.D. Wiker, Eric Cagle, Matthew Sernett ISBN: 0786928999 Publisher: Wizards of the Coast Pub. Date: 24 September, 2003 List Price(USD): $34.95 |
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Title: D20 Weapons Locker by Keith J. Potter ISBN: 0786931329 Publisher: Wizards of the Coast Pub. Date: 25 February, 2004 List Price(USD): $29.95 |
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Title: Ultramodern Firearms d20 by Charles Ryan ISBN: 0972359931 Publisher: Green Ronin Publishing Pub. Date: 15 December, 2002 List Price(USD): $27.95 |
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Title: Complete Warrior (Dungeons & Dragons Accessory) by Andy Collins, David Noonan, Ed Stark ISBN: 0786928808 Publisher: Wizards of the Coast Pub. Date: 03 December, 2003 List Price(USD): $26.95 |
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