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45 of 47 people found the following review helpful:
5.0 out of 5 stars Great transposition of D&D to Modern Times
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...
Published on April 14, 2003 by Brian Robinson

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9 of 16 people found the following review helpful:
3.0 out of 5 stars Surprising...
I was kind of looking forward to this. Sure, Spycraft is out, and is a great modern RPG, but surely WotC, makers of the d20 system, could come up with something great?

Eh.

In a synopsis, it's boring. Now PCs start out in one of six attribute-centered classes, with low saves and base attack. You can then move into an advanced class if you qualify for one, but those...

Published on December 12, 2002 by Brad Smith


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45 of 47 people found the following review helpful:
5.0 out of 5 stars Great transposition of D&D to Modern Times, April 14, 2003
This review is from: d20 Modern Roleplaying Game: Core Rulebook (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.

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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
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This review is from: d20 Modern Roleplaying Game: Core Rulebook (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.
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9 of 9 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
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This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
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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8 of 8 people found the following review helpful:
5.0 out of 5 stars What 4th Edition D&D should be., May 24, 2006
By 
S. Mann (Carlisle, PA) - See all my reviews
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This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
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 system.

I really like reputation, wealth, and talent trees.

Reputation is your reknown among people who walk in similar professions as you. If you are a criminal, the cops and fellow crooks would use this to see if they heard of you or know you on sight.

Wealth is a general sense of your financial worth, ranging from 0 to 31+. Instead of carrying money, you roll a D20, add your wealth, and if it is higher than the "value" of the item, then you are able to purchase it. If it is an expensive item (i.e. a car or a house), then the GM can have you deduct a point of two from your wealth score in order to represent the money tied up in that purchase.

Talent Trees: Each of the classes have a series of talents that they are good at. Think of them as specialized feats that only that class can have. Depending on one's character focus, this can have an impact on how you multiclass in the future.

These three features really set the game apart from D&D. Combined with the generic classes and character occupations, and you have characters that feel more free form and unique than the classes in D&D.

My only real complaint is that the "Advanced Classes", the D20 Modern equivalent of Prestige Classes, are lackluster and rather pointless. They take away from the strengths of the basic system.
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7 of 7 people found the following review helpful:
4.0 out of 5 stars d20 modern -- not just the same old d20, September 21, 2006
By 
Aaron Sherman (Malden, MA United States) - See all my reviews
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This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
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 License. Fair enough.

Then Wizards of the Coast decided to make a generic game to compete with the likes of GURPS and Hero System. To say that I was skeptical is, at best, an understatement. I think I may have used some rude language, and for that I appologize to the folks at Wizards. d20 modern proves me wrong in all the right ways.

The system starts off with some generic classes that don't really have much life to them. After level 3, however, characters start to branch out into "advanced classes," which are essentially de-fantasied D&D classes like fighter and monk with some new entries like scientist and personality. So far so good... it's a mildy workable class-based system. Now, thow in the typical d20 feats and skills to make it a lot more personalized and a bit more GURPS-like. This makes it a very workable generic system.

But d20 modern does more. It adds in a Wealth System that abstracts the purchase of gear. At first, I was turned off by this because it "required" rolling for gear, which doesn't make any sense to me. However, in reading further, I was reminded that you never have to roll for a skill or other non-combat check in d20 as long as you're not rushed or working under adverse conditions. You can always "take 10" or (for the cost of more time) "take 20". This makes the Wealth System a joy. It's a nice simple way to handle wealth in a complex economy without worrying about how much interest your credit cards charge or what the mortgage rate on your house is.

There's also a set of "talents" which are like D&D class special abilities, but they're in modular sets that you can choose from during your early "generic" levels. These are very nice, and let you further customize classes to taste.

The Urban Arcana and other paranormal add-ons are great, and there are whole books dedicated to them. I'm a big fan of the way they brought the fantasy elements into the system without dwelling overly much on a particular setting in the core book.

If I had to list one copmplaint, it would be the number of things in the book that are off-putting to people who are just coming up to speed (but make sense in the long run). This certainly makes it harder to win converts among the typical gaming crowd.

One word of warning: be careful about books that claim to be d20, and are set in the modern day. Some aren't d20 modern, and they're not always nearly as good a d20-based system as this.

If you have a group of players itching for a modern-day or early 20th-century game, I recommend d20 modern with two thumbs up and only minor reservations about the salesemanship factor.
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8 of 9 people found the following review helpful:
5.0 out of 5 stars d20 Modern rulebook review, December 28, 2003
This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
I started playing RPGs years ago with Dungeons & Dragons, Gamma World, and Top Secret. Then I broke away from those games and got into Rifts by Palladium for years. However, I became increasingly frustrated by Palladium's clunky rules. I found myself modifying too many of its existing rules and making up new ones where there were none to speak of. Then, while browsing the stacks at my local hobby store, I stumbled across d20 Modern.

Simply put, this book is fantastic! Not only does it have great artwork, but it also has hundreds of ideas and concepts to stimulate the imagination of any gamer. But the best part of it is the d20 rule system. The d20 system is easy to use, logical, and covers any possible situation that characters could get into.

The theme of d20 Modern harkens back to the old TSR version of Top Secret, which was basically an espionage game. However, d20 Modern expands on that and encompasses such wild and woolly aspects as psionics and magic. Tired of fighting enemy spies all the time? Then tackle a Bugbear security guard or try to depose a Mind Flayer disguised as a cult leader.

The key word to the d20 system is flexibility. I just bought the new d20 versions of Dungeons & Dragons, Star Wars, and even Gamma World, which was just released again. I am waiting for someone to use the d20 open gaming license to create a compatible version of Rifts, but until then, I can use all my d20 books to create my own Rifts-esque setting and campaign. The possibilites are endless, and the d20 Modern book is a cornerstone for your wildest imaginings.

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7 of 8 people found the following review helpful:
4.0 out of 5 stars definitely modern, November 19, 2002
By 
P. Galeno "A DM in Maine" (Springvale, ME United States) - See all my reviews
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This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
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.

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4 of 4 people found the following review helpful:
4.0 out of 5 stars Fun, but not thorough, January 11, 2007
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This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
I've always been a fan of the Dungeons & Dragons type games, so when I saw the d20 Modern, I couldn't help myself. Overall, I'd say it's a good perchace, though it does leave some to be desired, and can be confusing if you don't have enough base knowlege in traditional D&D rules.

It does a good job of keeping the weaponry balanced, and allowing tactics that are used modern-day (dropping prone, darting from cover to cover, et cetera) to be used with realistic efficiency, which I find satisfing.

However, the fact that the Player's Handbook, DM's Guide, and Monster Manual are all compressed into one book means that naturaly some depth had to be sacrificed. Its combat section, while it covers most key points, has only breif mention of many rules. This came up once in a session, and I ended up having to make an ad hoc ruling because I couldn't find the rule. This was a combination of a confusing index which isn't as thorough as those in the traditional D&D books and the sometimes as short as two-line mentions of a rule that can be crucial in a firefight. The only other issue is that the GM's (Game Master, as opposed to Dungeon Master in the tradittional D&D game) guide doesn't specify what to do with characters over 20th level. This is an example of where you'd need a fair traditional D&D base to know what to do, and even then you still have to make a fair number of ad hoc rulings to keep the game balanced and going.

However, these are perhaps the only shortcoming I can name. Its advanced class system (A quicker version of "presteige classes") is very fun, and its action point system (In wich you are allocated a set number of "action points" per level, and can one to increase the results of a d20 roll) adds something interesting to the mix. The modern skills temper all of the above by letting the players do things in as roundabout or direct of a way as they wish, which is something we all find entertaining.

In short, I would say that while it leaves some to be desired, the d20 Modern Role Playing Game book is a good buy for a D&D fan who always wanted to roam around fighting crime or evil, stealing just for the heck of it, enganging in high-stakes industrial espianouge, or otherwise have a heck of a time doing things you could never get away with in real life.
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2 of 2 people found the following review helpful:
4.0 out of 5 stars A Playable System - Recommended, May 15, 2010
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This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
The "d20 Modern Roleplaying Game: Core Rulebook" is a solid as a standalone system or as an adjunct to other d20 based games like the later Advanced Dungeons and Dragons (AD&D) rules. We have a group (people come and go) that has been playing these games (D&D, Gamma World, Top Secret, Traveler, etc) since the early '80s and have had many campaigns that involved time travel or multidimensional transporting. We have always had trouble when it came to traveling into "modern times" or bringing normal people into the D&D setting, and I bought this book in an effort to bridge the gap since the default method was to make everyone a 0 Level human (which just didn't work right).

This system gives classes to normal personality\job types that actually work. People do specialize and occasionally do have special abilities that are perfectly explainable through hard work, training, and good genes (picture that Type "A" person who not only owns a successful business, volunteers with the local PTO, is a TaeKwonDo blackbelt instructor, and still has time to do extreme rock climbing all around the world... seriously, I know this guy).

Like all systems, this one will likely need a few tweaks and house rules to make it work for your group but it is a good starting point.

Recommended!

CFH
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3 of 4 people found the following review helpful:
4.0 out of 5 stars Very solid, December 19, 2002
By A Customer
This review is from: d20 Modern Roleplaying Game: Core Rulebook (Hardcover)
Unlike some of the other reviewers, I found the classes based on characteristics to be a refreshing change from the profession = class route i.e. fighter, monk, etc. The talent tree is a good idea and not overpowering, but enough of an edge over the 'ordinary' folks that the heroes may come in contact with. The action point method takes a cue from numerous systems that try and give the heroes that little something extra that can get them over a tough encounter.

Much has been said about the wealth system, which I found to be a better method of approximating a character's purchasing power than accounting for how much liquid capital one has (I do enough book keeping at work; I don't care for it in my games...but that is just a personal preference).

The professions that the character begins with is another plus to the system in my opinion. Here a player could be a charasmatic hero, and a soldier. Or a tough hero could be a field scientist. The ability to do the job is based on a skill called Profession. Which says that one has to spend resources to get good at their job.

The campaign ideas at the end of the book are enjoyable, but probably there is no pleasing everyone. For those who are unhappy with some of the equipment available, there is a web resource from Wizards that has additional high tech equipment.

I only gave this book four stars because the methodology they followed for the basic classes became less consistent with the advanced classes. I was not real keen on 'Soldier' or 'Gun Slinger'. Just back to the theme of class = profession. But, overall, I am very pleased with my purchase. (As an aside, I am using D20 Modern for my D20 1920's Call of Cthulhu game. But I like more action in my fight against the mythos!)

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d20 Modern Roleplaying Game: Core Rulebook by Bill Slavicsek (Hardcover - November 1, 2002)
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