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d20 Modern Roleplaying Game: Core Rulebook
 
 
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d20 Modern Roleplaying Game: Core Rulebook (Hardcover)

by Bill Slavicsek (Author), Jeff Grubb (Author), Rich Redman (Author) "Just about every die roll you make gets a bonus or penalty based on your character's abilities..." (more)
Key Phrases: light undercover shirt, wealth bonus, mastercraft objects, Full Atk, Hit Dice, Simple Weapons Proficiency (more...)
3.8 out of 5 stars See all reviews (31 customer reviews)


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Product Description
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. Inside this book, you'll discover everything you need to build the ultimate modern-world campaign filled with cinematic adventure, and to create the dynamic heroes needed to face the harrowing dangers that await within.

For players and Gamemasters, this product is compatible with the Dungeons & Dragons roleplaying game and other d20 System roleplaying games.


About the Author
BILL SLAVICSEK is the vice president and director of roleplaying game design at Wizards of the Coast, Inc. His most recent credits include the Star Wars® Roleplaying Game Revised Rulebook and the Dungeons & Dragons Clue® game for USAopoly.

JEFF GRUBB is an award-winning game designer whose recent credits include Manual of the Planes and Enemies and Allies for D&D and the Ice Age Cycle novels, which are set in the Magic: The Gathering® universe.

RICH REDMAN is a member of R&D at Wizards of the Coast whose recent credits include Deities and Demigods, Defenders of the Faith, and the Monster Manual II.


Product Details

  • Hardcover: 320 pages
  • Publisher: Wizards of the Coast (November 1, 2002)
  • Language: English
  • ISBN-10: 0786928360
  • ISBN-13: 978-0786928361
  • Product Dimensions: 10.9 x 8.6 x 0.9 inches
  • Shipping Weight: 2.9 pounds
  • Average Customer Review: 3.8 out of 5 stars See all reviews (31 customer reviews)
  • Amazon.com Sales Rank: #29,464 in Books (See Bestsellers in Books)

    Popular in these categories: (What's this?)

    #65 in  Books > Science Fiction & Fantasy > Gaming
    #67 in  Books > Entertainment > Puzzles & Games > Role Playing & Fantasy

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31 Reviews
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Average Customer Review
3.8 out of 5 stars (31 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
43 of 45 people found the following review helpful:
5.0 out of 5 stars Great transposition of D&D to Modern Times, April 14, 2003
By Brian Robinson (Orlando, FL, USA) - See all my reviews
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.

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30 of 34 people found the following review helpful:
5.0 out of 5 stars Ultimately modular d20, December 3, 2002
By Matthew W Rossi (Seattle, WA USA) - See all my reviews
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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7 of 7 people found the following review helpful:
5.0 out of 5 stars An excellent RPG for creating and running modern day adventures, September 14, 2007
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, 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.

---

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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Most Recent Customer Reviews

5.0 out of 5 stars Overall great modern game.
I won't repeat anything others have said, instead I will just add my views that aren't similar. Overall I love d20 Modern. Read more
Published on April 22, 2007 by Ragabash Moon

5.0 out of 5 stars Kewl new ruleset
Very well written and easy to understand, but the Ideas within are of the complexity needed to run a fully encompassing campaign. Read more
Published on January 13, 2007 by Maelstrom

4.0 out of 5 stars Fun, but not thorough
I've always been a fan of the Dungeons & Dragons type games, so when I saw the d20 Modern, I couldn't help myself. Read more
Published on January 11, 2007 by Andwi Chalo

4.0 out of 5 stars d20 modern -- not just the same old d20
The d20 system is based on the 1st and 2nd edition Dungeons & Dragons rules in part. As 3rd edition was created, the core system was dubbed d20, and relased under the Open Gaming... Read more
Published on September 21, 2006 by Aaron Sherman

5.0 out of 5 stars 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... Read more
Published on May 24, 2006 by S. Mann

2.0 out of 5 stars A playable system

I can honestly say that the D20 Modern is a playable system. There are several key oversites in the engine. Read more
Published on September 16, 2005 by Enisle

5.0 out of 5 stars D&D is sad/bad, and d20 Modern is ... Awesome! Add in a few 'fixes' and it's THE BEST!
Gamers, this book is great.
I prefer d20 Modern to all of the Wizards' line of d20 games.
It's what GURPS should have been, and could have been
-- but got... Read more
Published on July 6, 2005 by Rekz kaRZ

4.0 out of 5 stars Make your own world of Adventure
I bought the D20 Modern Sourcebook as a means of using it to create my own indepth gaming worlds. There are PLENTY of organizations, enemies and story ideas within the book, but I... Read more
Published on April 23, 2004 by Shane Welin

5.0 out of 5 stars One of the best out there
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... Read more
Published on March 17, 2004 by D20 modern freek

5.0 out of 5 stars Awesome, reguardless of all bad reviews
First of, I'd like to say, what's wrong with you people? I for one began playing D&D 3.5 and it was great, but, being DM I found myself at a loss creating dungeons... Read more
Published on March 13, 2004 by gizmo_for_all

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