Dragons, faeries, swordplay, and spellcraft are all well and good, but you long for cops and robbers, sinister conspiracies and espionage, guns and martial arts
ala Hong Kong cinema. Moreover, while there are a decent number of modern or near-history d20 games out there, from
Afghanistan: d20 to
Forbidden Kingdoms, you want the
official take on the subject. Well, those industrious few left at Wizards of the Coast have done it for us again with the release of the first edition of
d20 Modern, a game of cinematic (as opposed to realistic) action.
This weighty tome is indeed impressive and imposing, weighing in at 384 jam-packed pages (and about 3 pounds). It's a gorgeous hardback with glossy pages, and a great cover crafted to look like brushed metal. The interior shows the extensive layout and illustration expertise of the Wizards art team. Gott im Himmel, this book is worth my money just on looks alone. Sleek.
More than a
D&D (or even
d20 Star Wars) refit, the appearance isn't the only polished part of
d20 Modern. While wonderfully familiar and easy to assimilate into the d20 arena,
d20 Modern changes the way some things are handled, sometimes to good result, and sometimes not. Best to start at the beginning.
Impressive is the way
d20 Modern ushers in those who might be new to roleplaying. Everything is explained in general terms right off the gun, from what exactly a roleplaying game is and what you need to play, to themes, characters, and core mechanics. A concise sample of play greets the newcomer and veteran alike in the Introduction, so that by the time one's ready to create a character, there's a basic familiarity with the game as a whole. Character creation feels easier with the way
d20 Modern is arranged. The promising beginning of the book is much better than the Third Edition
Player's Handbook, which seemed to assume the potential player knew a lot already.
Yet, as the core classes show us, we're all in new territory. Fighters, rogues and sorcerers? Not here. Instead of classes that resemble occupations,
d20 Modern presents hero types that emphasize a character's heroic abilities independent of vocational choices. A hero's employment history is taken care of by a new game feature called "Starting Occupations".
Your Strong hero might be a dockworker, and somebody else's is a professional hockey player. My Smart hero is a hacker turned narc, while my friend's is a crazy inventor. That Charismatic hero is a conman gone legit, but this one is a member of the idle rich. The occupations serve to solidify a character's background and to further individualize a PC by providing tangible benefits in the game such as bonus feats, skills, reputation, and/or wealth. Certainly, power gamers will choose a few of these options over any other, but the end result is only a character those type of players want, so where's the harm? Still, character creation feels less restrictive than that of
D&D on a gut level.
Mechanics of the classes ensure that the hunch isn't wrong. Much like
Sidewinder, by Citizen Games, each class has access not only to certain bonus feats, but also to a list of unique talents. The broad choices of talents for most of the classes serves further to produce characters that are unique, despite class similarity. One notes none of the classes have saving throw progressions falling into the "good" category from
D&D (starting at +2), but instead have "middle" saving throws, like those found in
Star Wars, in one or two categories. Coupled with the fact each core class only has 10 levels, these rules serve to encourage diversity, imagination, and multiclassing.
Mutliclassing is easy, necessary, and enjoyable. Gone are restrictions and experience point penalties enacted to prevent stacking of class bonuses to unmanageable levels. One reason for this is that the "middle save" design prevents unwieldy accumulation of bonuses to a single save, even when both classes have a high bonus in the same category (sic good game design). Another is to encourage players to give creative direction to their characters through multiclassing in base and advanced classes.
Advanced classes are optional like prestige classes in
D&D. They serve, unlike the basic classes, to sharply define a character's career path within the campaign world. Advanced classes are easier to qualify for than prestige classes, thus a player might have his or her character enter one upon attaining 4th level, instead of around 5th or 6th. Sample classes, which appear in the core of
d20 Modern, are useful as models, and many of them seem to have potential as a choice for character focus. A well-read
D&D aficionado will recognize parts of core and prestige classes thrown into the advanced classes. A well-considered aspect of the classes is that all of them get a few bonus feats, allowing limited customization.
Unfortunately, some of the advanced classes suffer from ill treatment, such as the unrealistic (and uncinematic) prerequisites for becoming a Soldier or the monk-reduce/redux Martial Artist. The Field Scientist class has the ability to manufacture useful items with amazing speed (including a gun useful for a single shot), yet the same ability cannot be used to produce explosives, which can be made by cleaver teenagers with household chemicals. Similar classes in the "Campaign Models" section of the book are much better, probably due to the narrower focus and more specific identity each has. Due to the poorly organized way the Campaign Models were written, however, many of these classes contain the same new skill(s), such as Concentration or Spellcraft, with the exact text duplicated each time, which is a waste of space.
d20 Modern doesn't waste space, though, with its list of core skills that remain much the same as those in earlier Wizards products (with associated shortcomings). These skills are tweaked to fit the genre, modified, renamed for realism or clarity of scope, and complimented with some worthy additions. Welcome indeed are changes to the mechanics of the Perform skill, in which each broad type of performance is a separate skill. This keeps with the theme in d20 games that each skill is a range of ability, as the changes to the Craft and Knowledge skills aptly show. Such broadness still creates an abstraction that's hard to swallow where a character is just as skilled with a banjo as he is with a violin with the Perform (stringed instruments), another character is just as able to do masonry work as she is carpentry with Craft (structural), while a master of botany is also a master of forensics with Knowledge (earth sciences). Weirder still is the fact that a persona with Craft (mechanical) can build an airplane engine, but can't repair one--that takes the Repair skill.
Another wrong-headed change is the idea of mastercraft items (masterwork in
D&D) and how the construction of such an item pans out in the game. Players of d20 games are used to the idea that a person with a Craft skill can create masterwork items, and mastercraft items are similar in idea. The new version of the Craft skill(s) doesn't allow just anyone to create mastercraft items however. In fact, the only thing in the rules allowing the creation of such high-quality items is the supposedly optional Techie advanced class. "So what?" I hear you ask. Well, the point is, taking the Techie advanced class at 4th level means a character is 8th level before he or she can make even +1 mastercraft items. Further, most NPCs (read "Ordinaries") can't take advanced classes at all, so the non-heroic master craftsperson
cannot exist. This is an unnecessary restriction that could have been alleviated by requiring a feat to make mastercraft items.
Feats are things of which
d20 Modern has no shortage. This is actually a nice feature of the game, and probably related to the fact that heroes get so many. Old standbys from
D&D are accounted for, while some others are improved, such as the Sunder feat. (Some of these feats have excellent crossover potential for your
D&D campaign.) Also excellent are some feats related to skills and skill application. It makes perfect sense, for example, that a person with the Pilot skill still has to get a feat to take the driver's seat in a jet fighter or helicopter. Having some familiarity with what it takes to be a pilot (second-hand), such vehicles require specialized training. So the application of a feat in such an instance really works.
Where feat application doesn't work is in some aspects of combat. With firearms there are a number of feats that are just plain goofy, mostly because the rules they allow a character to modify are bad. Burst Fire allows a hero to fire a five- or three-round burst (with weapons that have such a setting), but only if he or she has a 13 Wisdom. The benefit is the weapon's user only suffers a -4 penalty to the attack roll and deals +2 dice of damage to a single target. Normally a character must use autofire rules, or simply wastes the extra ammo fired in a burst, as a particularly poor option. Similarly, the feat Strafe allows autofire to attack a 20 ft. line of 5 ft. squares, instead of a 10 ft. by 10 ft. area. Why couldn't these things be normal maneuvers in gunplay, which could be further modified by feats? Why does a burst only have +2 damage dice, the equivalent of only one more bullet hitting the target? Why does the system diverge form every official d20 game that came before it, yet fail to improve those systems?
d20 Modern is selling us firearms rules that may work, but other companies have done better, and these rules don't come close to feeling right.
Equally as disturbing is non-lethal damage. Replacing subdual damage, this system is bad enough to make one wonder if it was playtested. The way it works is you hit with a non-lethal attack (like a punch), and unless you do more damage in one blow than the victim's Constitution score, there is
no effect. No player I know of will use choose to do non-lethal damage, even with all of the feats, such as Brawl, that increase the amount of damage done with one's unarmed attacks. Why? A character that has maximized brawling feats (this doesn't count Melee Smash talents and Street Fighting) and a 20 Strength can do a maximum of 13 points of damage without a critical strike. That means anyone with a Con of 13 or less must make a Fortitude saving throw or be knocked out. Those with 14 or higher Con are unaffected. So, why would players choose to try non-lethal damage? The answer is they won't, and that's shoddy design.
Not so with the vehicle rules, which for the most part are simple enough to be easily playable. While you're left on your own when it comes to aerial and waterborne vehicles, on the ground the chase is on. Most stunts seen in our favorite action movies can be pulled off using what's given, or extrapolated from the rules. However, the rules fail badly when dealing with crashes and the damage applied to vehicle occupants.
Any vehicle that provides three-quarters or more cover allows occupants to avoid all damage from a collision. Normal passenger cars offer three-quarters cover, yet I knew personally a few persons who are now dead due to a collision in a car. A desire to depict cinematic reality is not a defense for such a slipshod rule. Why the designers didn't say, "Subtract the amount of cover a vehicle offers from 1. Passengers take that much damage in a collision, Reflex save (DC 15) for half," is lost on me. That simple statement has the additional virtue of actually making sense. The system also begs the question, "What happens when a plane crashes, since it offers nine-tenths cover to its passengers?" Ostensibly it explodes, according to rules explosion rules that apply to any vehicle disabled by taking damage greater than or equal to half of it's full hit points. That does 10d6 to anyone caught in the blast (Reflex save DC 20 for half). Taken with the firearms combat, it feels like we've been sold the beta release of a video game. We need the release version.
Not in need of a patch are some other new aspects of d20 created for the modern setting. Action Points are a heroic trait that allows players a resource with which to modify die rolls in the game. At each level, a limited number of these goodies (5, or 6 from an advanced class, plus on-half the character's level) are allocated to the hero, in addition to keeping the ones left over from a previous level. In a tight spot, one can burn a single action point to gain a modifier to a critical die roll. Further, action points must be used to activate some talents. This latter point has me wary, since not being able to use a class feature due to lack of action points is a frustrating predicament. The jury's still out, however, because that has yet to some up in play, and it might be a great balancing factor.
Balancing a character's accounts of actual currency, assets, and investments is something one won't have to do, because
d20 Modern offers us the Wealth mechanic. Upon analysis, this simple system is a heck of a lot easier to handle than the complexities of modern finance, yet it's still quite effective. Getting equipment is easy, just make a d20 roll and add your Wealth bonus. If you succeed, the goodies are in the bag, but if the item is too far beyond your Wealth score, that score could go down. Luckily, adventures sometimes offer Wealth increases as "treasure", and while some of the equipment purchase DCs seem a bit high, but at least paying rent is a non-issue.
A hero's fame is an issue, though. Reputation, a great idea from d20 Star Wars, can make or break a situation when it's relevant. In light of what the Reputation attribute means, at least two of the three modifiers to a reputation check don't make sense. A character gets +10 to his reputation check if he's known far and wide, yet isn't that what the reputation modifier from a character's class is for? This modifier makes less sense when one considers the feat Renown, which adds +3 to one's reputation modifier each time it is selected. Perhaps reputation bonuses could have been engineered as some type of reward for adventures that might gain someone notoriety. Still, the system works, and has merit as a possible addition to
D&D as well.
Another such possibility for addition to
D&D, as many have argued in the past, was the wound point and vitality system from
d20 Star Wars. Yet that didn't make the cut for
d20 Modern. Instead, hit points are maintained as the method of adjudicating injury with one twist: the massive damage threshold (MDT). Each character's MDT is equal to his or her Constitution score (like wound points are in Star Wars). Whenever this score is exceeded, the character must make a Fortitude saving throw, or immediately begin dying. This has a similar feel to the wound point system, in that a character might die from a single, horrible blow, but it's simpler and less deadly, which has value as well.
More valuable is the Gamemastering section. Such a trove of valuable information, so well arranged and presented, has rarely been found anywhere, including the venerable
DMG. So to player and GM is
d20 Modern user friendly. Herein is great advice for adventure structure and running the game. Cinematic and episodic techniques are expounded beautifully, along with fabulous advice on villains. Rules for challenge ratings and encounter levels are vastly improved from their
D&D counterparts, with ample examples to help out. Finally, the dangers of the modern world are clearly spelled out in a way familiar to those running
D&D campaigns.
The section, and related rules found elsewhere in the book, only fell short in two ways. First, the real-world diseases did not have their effects explained at all, making storytelling of symptoms impossible without additional research. Secondly, and more telling, the poisons are so much weaker than their real-world counterparts. While the poison chart is found with the Craft (chemical) skill, and odd choice in organization to be sure, it's the content of that chart that's really bad. Once again, the designers have shown us they're afraid of poison and the way it effects play, this time with the defense that liberties were taken to enhance the cinematic aspect of the game. Yet, every cinematic display of poison I remember was a deadly one. At least in modern times the defense that many of these substances are illegal is valid. Such complaints are small when compared with the overarching positive value of the GMing rules.
Equally positive is a huge section on NPCs, both antagonistic and helpful. Rules for creating monsters, dubbed the "Creature Factory", are so clear and handy, they put the
Monster Manual to shame. Many of the sample creatures are useful only to fantasy games, but some have a place in horror settings, or
X-files emulations featuring mutants, aliens, and the rare golem. (This fact isn't surprising considering the presence of some
Dark Matter authors on the staff.) New creatures are really nice from mutant animals to the alien puppeteer, and random tables for fiends make demonic encounters a whole new threat. The shambling dead (skeletons and zombies, so essential to survival horror) appear as templates--a wonderful gift to GMs. Amongst all of this fine work, the monster weakness rules stand out as the best of class. Noting that many creatures cannot be taken out by mundane means, rules on how to work in weaknesses a hero can exploit was a brilliant piece of design from a mechanics as well as tale-weaving standpoint. As if that weren't enough, the section is rounded out by twelve pages of sample NPCs. The only thing found wanting was the shallow treatment of children, yet that the rules for little ones arethere at all is a plus.
The staff didn't forget to give us some settings in which to set our modern adventures. This section is the most poorly organized and edited of the book, but that doesn't ruin it. Perhaps to leave space for AEG's fine
Spycraft, there's no "realistic" setting, as all three campaign models have some aspect of the supernatural thrown in. Two of them are so similar (
Shadowchasers and
Urban Arcana--monsters and magic in the modern world), that they should have been combined as alternate ways to play the same idea. The fact that these settings require the inclusion of psionics and magic in the rulebook means that those persons keen to play their own settings with such features have tools to do so. With the SRD already released to open the door for open gaming products, support and new campaign ideas are sure to be forthcoming.
That's what makes
d20 Modern a strong product, despite its failures. Options. Choices at every turn. It's familiar yet new, and many of the flaws of older systems have been done away with, especially in the character creation arena. Whether you want to run a gritty campaign inspired by movies like
Leon: The Professional and
Reservoir Dogs, a
Last Action Hero or
James Bond sort of romp, the romantic horror of
Interview with the Vampire, or you want to combine your swords and sorcery, orcs and elves, with machine guns and car chases, with
d20 Modern on your shelf there's nothing to stop you besides the limits of your own imagination (and a few rules oversights). Me, I'm all about
Big Trouble in Little China. The utility of this book extends beyond it's implicit intent into the realm of altering the way we play all of our d20 games. There's nothing stopping anyone from using this rulebook to play low-powered fantasy or realistic history, on to post-apocalyptic nightmares or a cybernetic future. Get
d20 Modern, tweak it, add the good stuff from third party products to replace anything you don't like, then share. Everyone needs options, and maybe yours are just the ideas we need.
(Original score 4.5, nudged to 5 for its innovation, "A" material)
This review was originally written for
Gaming Frontiers on 12/30/02.