

It comes complete with three 'mini-setting' campaigns, 'Agents of Psi' (a la X-Files), 'Urban Arcana' (a la Charmed), and 'Shadow Chasters' (a la Buffy, the Vampire Slayer).

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. A pretty kick-butt system, by which using the d20 rules set up in Dungeons and Dragons 3rd Edition, you can craft any sort of Modern-era style game. 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. The entire collection (which is also available elsewhere on. For starters, Modern differs from it's predecessor enough that even veterans of D & D will have some new rules to learn.Īfter 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. Note: This is a very rare opportunity to acquire a brand new copy of a d20 Modern source book. As a game publisher, I am curious to find out, would a reprint of the d20 modern rules be something people here would be interested in For instance if I were to put them up for sale. 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. Hey all, I've always been a big fan of the d20 modern and am saddened by the lack of extensive material for it.
