> I have the opposite reaction. Or, rather, they're
> equally as modular, but
> D&D's modular components are more complete. This is
> natural, because D&D
> can focus more narrowly, whereas d20 Modern has to
> cover a wider array of
> genres and consequently does so more cursorily. To
> the extent that you can
> re-use D&D's modular components, you have more of
> your job done than with
> d20 Modern. I wrote the rules for a fantasy western
> setting ("Cowboys &
> Dragons") in D&D in about two weeks because I could
> re-use most of D&D. If
> I tried to do that in d20 Modern, I'd've had to
> write a lot more, like
> professions, talents, and advanced classes.
Hmmm, that's interesting. It's interesting because I find the basic classes of d20M far more applicable to any genre than D&D. For Black Company, I don't know if the characters would easily fit into the D&D classes.
The skills in feats of D20M also seem, to me, more useful in a wider array of settings than D&D. I would actually say the d20M version of skills like Disable Device are more applicable to the BC setting than D&D (as Disable Device applies to mechanical devices and locks rather than having both Disable Device and open lock--making open lock very specific compared to other skills but still quite necessary). Even Drive could be applied to carriages (driving the Lady's carriage at high speeds--a la Books of the South--might necessitate such a check).
For feats, other than the firearms feats (which aren't really applicable) d20M has some feats better suited to BC than D&D. Agile Riposte is definitely applicable 9and oddly absent from D&D) while something like Cautious could easily be adapted and useful for someone like One Eye making his bad-@$$ spear.
I'm wondering what else about D&D you consider modular. I'm not trying to be sarcastic, it's an honest question. I've found (in my admitedly limited experience running it) d20M to be more flexible and applicable to various genres than D&D. But that could just be me.>
> The Wealth system is only
> useful in an economy of abundance, which makes d20
> Modern particularly
> unsuitable to, say, Gamma World or a medieval
> fantasy game.I've often had the same thing to say about D&D. I believe the gold standard--as presented in the rules--is insanely out of whack with medieval economics. Since everything else in both versions of d20 is so abstract, I believe an abstract wealth system is a good addition, and more suitable to the world of BC than the adundant gold system of d20/D&D
> The firearm
> rules are basically nonsense--compare shotguns and
> sawed-off shotguns, for
> example, or the fact that you have to burn one or
> more feats to use firearms.
> I could say the same of weapons in D&D, after all, one must have simple weapons proficiency. The fact is, all classes get it. Many, but not all, classes and starting occupations in d20M get Personal Firearms, though having everyone capable of using weapons does not seem--to me--quite believable. In any case, firearms will not be an issue in BC.Personally, I preferred the old 1E and 2E weapon's proficiency rules.
> As for adapting Black Company to d20, I'd start with
> D&D and wrench the
> magic system around, but that's about it. No divine
> spellcasters, of course.
> I think some divine spells could be used. However, as the magic system is the one thing we are certain will be tweaked, who's to say how it will be presented.
Sorry to get off on a tangent. This discussion isn't exactly germane, and we can certainly move it to private email if so desired.
Thanks everyone for your patience.
Fraser Ronald
Sword's Edge
Writer: Blood & Guts: In Her Majesty's Service
Contributing Writer: Gnomes: Masters of Illusion available at http://www.rpgnow.com/
- ---------------------------------
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<br>> I have the opposite reaction. Or, rather, they're
<br>> equally as modular, but
<br>> D&D's modular components are more complete. This is
<br>> natural, because D&D
<br>> can focus more narrowly, whereas d20 Modern has to
<br>> cover a wider array of
<br>> genres and consequently does so more cursorily. To
<br>> the extent that you can
<br>> re-use D&D's modular components, you have more of
<br>> your job done than with
<br>> d20 Modern. I wrote the rules for a fantasy western
<br>> setting ("Cowboys &
<br>> Dragons") in D&D in about two weeks because I could
<br>> re-use most of D&D. If
<br>> I tried to do that in d20 Modern, I'd've had to
<br>> write a lot more, like
<br>> professions, talents, and advanced classes.
</p><p>
Hmmm, that's interesting. It's interesting because I find the basic classes of d20M far more applicable to any genre than D&D. For Black Company, I don't know if the characters would easily fit into the D&D classes.
</p><p>
The skills in feats of D20M also seem, to me, more useful in a wider array of settings than D&D. I would actually say the d20M version of skills like Disable Device are more applicable to the BC setting than D&D (as Disable Device applies to mechanical devices and locks rather than having both Disable Device and open lock--making open lock very specific compared to other skills but still quite necessary). Even Drive could be applied to carriages (driving the Lady's carriage at high speeds--a la Books of the South--might necessitate such a check).
</p><p>
For feats, other than the firearms feats (which aren't really applicable) d20M has some feats better suited to BC than D&D. Agile Riposte is definitely applicable 9and oddly absent from D&D) while something like Cautious could easily be adapted and useful for someone like One Eye making his bad-@$$ spear.
</p><p>
I'm wondering what else about D&D you consider modular. I'm not trying to be sarcastic, it's an honest question. I've found (in my admitedly limited experience running it) d20M to be more flexible and applicable to various genres than D&D. But that could just be me.
>
<br>> The Wealth system is only
<br>> useful in an economy of abundance, which makes d20
<br>> Modern particularly
<br>> unsuitable to, say, Gamma World or a medieval
<br>> fantasy game.
I've often had the same thing to say about D&D. I believe the gold standard--as presented in the rules--is insanely out of whack with medieval economics. Since everything else in both versions of d20 is so abstract, I believe an abstract wealth system is a good addition, and more suitable to the world of BC than the adundant gold system of d20/D&D
</p><p>
<br>> The firearm
<br>> rules are basically nonsense--compare shotguns and
<br>> sawed-off shotguns, for
<br>> example, or the fact that you have to burn one or
<br>> more feats to use firearms.
<br>>
I could say the same of weapons in D&D, after all, one must have simple weapons proficiency. The fact is, all classes get it. Many, but not all, classes and starting occupations in d20M get Personal Firearms, though having everyone capable of using weapons does not seem--to me--quite believable. In any case, firearms will not be an issue in BC.
Personally, I preferred the old 1E and 2E weapon's proficiency rules.
</p><p>
<br>> As for adapting Black Company to d20, I'd start with
<br>> D&D and wrench the
<br>> magic system around, but that's about it. No divine
<br>> spellcasters, of course.
<br>>
I think some divine spells could be used. However, as the magic system is the one thing we are certain will be tweaked, who's to say how it will be presented.
</p><p>
Sorry to get off on a tangent. This discussion isn't exactly germane, and we can certainly move it to private email if so desired.
</p><p>
Thanks everyone for your patience.<BR><BR>Fraser Ronald <br>
Writer: <a href="http://www.rpgobjects.com/index.php?page=pro&product_id=39&"><i>Blood & Guts: In Her Majesty's Service</i></a><br>
Contributing Writer: <i>Gnomes: Masters of Illusion</i> available at <a href="http://www.rpgnow.com/">http://www.rpgnow.com/</a><p><hr size=1><font face="Arial" size="2"><font size="2" face="Arial, Helvetica, sans-serif">BT
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