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d20 Modern Roleplaying Game: Core Rulebook [Hardcover]

Bill Slavicsek , Jeff Grubb , Rich Redman , Charles Ryan
4.5 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Hardcover: 320 pages
  • Publisher: Wizards of the Coast (1 Nov 2002)
  • Language: English
  • ISBN-10: 0786928360
  • ISBN-13: 978-0786928361
  • Product Dimensions: 27.8 x 21.8 x 2.4 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 42,502 in Books (See Top 100 in Books)

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Most Helpful Customer Reviews
34 of 37 people found the following review helpful
5.0 out of 5 stars A welcome addition... 19 Mar 2003
Format:Hardcover
A welcome addition to the current d20 Roleplaying Game craze, Wizards brings us the d20 Modern RPG. I would highly recommend a purchase as this large book has loads of good stuff in it. This is a complete d20 game with a definate "action" bent to it. Loads of art and most of it reasonable - again it all gives a real action feel.
Three settings are suggested:
1. This is set in a world of supernatural horror - ie zombies, ghosts, demons etc as per Con-X, Chill, X-Files, Resident Evil etc. PCs have access to some minor magic and arcane items and are generally deemed to be "Shadow Hunters".
2. A world of conspiracy and psychic powers - this is your archetypal "Necroscope" meets Delta Green and Millennium game. PCs play Psionic agents and their allies.
3. Contempory fantasy meets modern day - traditional fantasy style magic and monsters break the boundaries of reality and spill into our world as per Dark Conspiracy (remember that?) and Shadowrun.
The real benefit of the d20 Modern rules are their flexibility. Just about any modern sub-genre could be played, from spy thriller to monster hunting. The game backgrounds suggested are just that - fleshed out suggestions. I would say the rules are action bent which suits a group of "adventure gamers" and rules from other d20 games like d20 Call Of Cthulhu can easily be brought in.
The basic character types (classes) are based on attributes as follows -
1. Strong Hero (STR) - focuses on physical power,eg boxers, martial artists, soldiers, athletes
2. Fast Hero (DEX) - focuses on agility, coordination and reflexes, eg athletes, pilots, drivers, users of ranged weapons
3. Tough Hero (CON) - focuses on stamina and endurance, eg bodyguards, stuntmen etc
4. Smart Hero (INT) - focuses on learning and reasoning, eg scientists, researchers, academics
5. Dedicated Hero (WIS) - focuses on willpower, common sense, perception and intuition, eg investigators, clergy, artists etc
6. Charismatic Hero (CHA) - focuses on interaction, charm and persuasivness, eg leaders, politicians, negotiators, con-men
Each class has its own "talent" tree - for example, a charismatic hero can follow a charm, fast talk or leadership talent tree which each give increasing specific bonuses in those areas as the tree is followed. (charm - favour - captivate)
This is followed up by an occupation - choose from academic to white collar worker via dilettante and law enforcement. This provides the characters skill sets. There are also a multitude of Feats to choose from including psychic powers and plenty of magic for those who can't do without it.
Generally rules are as per d20 DnD but greatly elaborated upon. One part of the rules I like (admittedly other d20 games have it but its never seems to be dealt with in the same way) is the "massive damage" rule - if a pc recieves damage greater than their CON score in one hit (which is fairly easy with some of the big guns!) they must make a FORT save DR15 or immediately be reduced to -1 hps (and bleeding out!) CON can be increased with a feat with stacking effects - I really believe it just makes the whole hp thing a little bit more workable and easier to take as combat can still be deadly for someone with 50hps.
If you are a fan of Wizards of the Coast / d20 or are looking for a multi-genre way into the d20 system, check it out - its worth the money!
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1 of 3 people found the following review helpful
4.0 out of 5 stars D20 modern 2 Dec 2005
Format:Hardcover
Handy book for a ref who adapts various rule books into one game.
easy to use with clear discriptions and details as appropriate.
Over all a handy book to have but not an essential
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 3.8 out of 5 stars  35 reviews
48 of 50 people found the following review helpful
5.0 out of 5 stars Great transposition of D&D to Modern Times 15 April 2003
By Brian Robinson - Published on Amazon.com
Format:Hardcover
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.

31 of 35 people found the following review helpful
5.0 out of 5 stars Ultimately modular d20 3 Dec 2002
By Matthew W Rossi - Published on Amazon.com
Format:Hardcover
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.
12 of 12 people found the following review helpful
5.0 out of 5 stars An excellent RPG for creating and running modern day adventures 14 Sep 2007
By M. Azar - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
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.

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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.

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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.
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