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Tag Archives: d20 Modern Roleplaying Game Core Rulebook

Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 6 (Finale)

Mage Brandon and Acolyte Lily

Must...not...make...'flaming' joke...

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Modern Roleplaying Game Art Gallery as reference only.

Campaign Slogans: Prelude

The DMCR provides three pre-made campaign concepts (I’m loathe to call any of them campaign settings, as they aren’t really thick enough for that) for you to utilize if you don’t have your own. Sadly, out of the three of these presented, only Urban Arcana got its own sourcebook….of course, that’s a topic we already covered, so let’s look at what is actually provided in this book, rather than go off on that tangent again.

Campaign Slogans: Shadow Chasers

Shadow Chasers is, more or less, an homage to a specific genre of urban fantasy that includes things like Buffy the Vampire Slayer (complete with Sunnydale Syndrome, no less) and Kolchak: The Night Stalker. The campaign setting focuses around characters being hunters of the things that go bump in the night, be it with a camera or a blade. The campaign overview covers a look at police and reporters, as well as information on the Fellowship, a secret society that would later go on to be a part of the Urban Arcana campaign sourcebook. There are also three adventure hooks (one involving gold-cursed skeletons, one with territorial and predatory gargoyles, and one involving a devious mummy. There is also a several-page long introductory adventure involving our favorite mindless mooks: zombies. This section also provides two new advanced classes that are not really tied to the campaign so much as something you can use in any supernatural campaign: the sword-swinging Shadow Slayer (both an alliterative and unsubtle reference) and the monster-binding, scroll-crafting Occultist, who can replicate spells but not cast any naturally. Both are lower-key compared to full-on spellcaster classes, but are useful in their own right. All in all, Shadow Chasers is a decent enough campaign setting, but it’s not necessarily a “must have”. Read the rest of this entry »

 
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Posted by on August 19, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 5

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Modern Roleplaying Game Art Gallery as reference only.

Welcome to Hel

This is usually the first sign that your Gamemaster wants you to die.

Gamemaster’s Guide

Since I’m pretty sure everyone’s heard the standard GM/DM/Rolemaster/etc.”how to run a campaign” shtick before, I’ll be focusing on game-applicable items in the Gamemaster’s chapter. What I’m happy to see:

  • A dollars-to-Purchase DC conversion chart, which is useful for anyone unfamiliar with the system, obviously.
  • Thelist of diseases; while brief (only 6 entries), has diseases that are, rather than arcane or obscure, either relatively common or have names with “star power”: Pneumonia, hantavirus, necrotizing faciitis/gangrene, West Nile virus, salmonella, and the infamous anthrax.
  • A list of how much services libraries, hospitals, and crime labs can give characters by population level.
  • Electricity hazards, from mere car battery jolts to power line blasts and lightning. This is definitely useful in the electrically-charged world of the modern day.

And, of course, to balance it out, here are some things I’m not happy are missing:

  • Rules for wilderness environments. While the basics such as light, heat and cold, starvation and thirst, drowning, and the like are present, there is nothing on altitude, trees and brush cover, or similar things.
  • More complex building-craft rules, with things like elevators, escalators, walkways, etc. Surely they could have cut out some of the same old same old “don’t be a prick to your players” stuff in favor of this, right?

Obviously, there’s less bad than good, which is…good in and of itself, I guess. Read the rest of this entry »

 
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Posted by on August 18, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 4

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Modern Roleplaying Game Art Gallery as reference only.

A Mish-Mash of Miscellany

Lifestyle Items (23): Housing (small and large condos, small, medium, ad large houses, and mansion), tickets (movie, sporting event, and theater), meals (fast food, family restaurant, upscale restaurant, and fancy restaurant), airfare (domestic coach, domestic first class, international coach, international first class), car rental (economy car, mid-size car or truck, luxury and luxury vehicle), and lodging (budget motel, average hotel, and upscale hotel).

Services (5): Automotive repair, bail bonds, bribery, legal services, and medical services.

Verdict: Definitely a good selection of items a character may not necessarily need, but might want, for the lifestyle items. As for the services…yeah, judging by how much happens to adventurers? A necessity! Read the rest of this entry »

 
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Posted by on August 15, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 3

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Modern Roleplaying Game Art Gallery as reference only.

The Armor-y

Light Armor (5): Leather jacket, leather armor, light undercover shirt, pull-up pouch vest, and undercover vest.

Medium Armor (4): Concealable vest, chainmail shirt, light-duty vest, tactical vest.

Heavy Armor (3): Special response vest, plate mail, forced entry unit.

Verdict: The lack of shields is a detracting factor from this portion, but thankfully the riot shield and others made their debut in Urban Arcana as quick compensation. Beyond that oversight, though, this section is fairly decent, but a bit too brief for my tastes. More annoyingly, even Urban Arcana didn’t add bomb squad armor to the list of d20 Modern defenses, which is sad. You have made the MythBusters cry, d20 Modern armor lists! Read the rest of this entry »

 
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Posted by on August 14, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 2

Moondog tries some "aggressive negotiating".

Sometimes, you just have the need to buy something to beat the ever-living crap out of someone with.

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Modern Roleplaying Game Art Gallery as reference only.

The Root of all Loot

Before we get into the actual contents of the equipment section, we’ll have to cover what is stated in the front of it: the Wealth system. Basically, rather than replicating cash-in-hand, “gold”, or what have you, the Wealth system reflects a modern society where one has a bank account and a credit card. You make a roll against an item’s “Purchase DC”, add your Wealth bonus, and then see how much your credit score survives or suffers…simple as that. Now, I know that some people have had a problem with this system, but don’t worry, there are alternatives out there if you really want them, and Wizards of the Coast did provide Purchase-DC-to-D&D-gold and Purchase-DC-to-dollars conversions in some of their other in-house titles. This starting section also provides rules on restriction (classed as None, Licensed, Restricted, Military, or Illegal) of equipment, purchasing licenses, the shadowy hand of the black market and how dealing with them affects your purchases, selling used items, and the old standbys of the d20 system: mastercrafting and concealing items. All in all, good summary, good fun, time to take inventory of weapons for this part. Sorry I’m going off my notes again and this will be more than 4 parts in all likelyhood, but the equipment section is long and I’m needing to split them up because I’ve been stressed lately and my writing isn’t back to 100%. Read the rest of this entry »

 
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Posted by on August 2, 2010 in RPG Reviews

 

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Rappy’s RPG Reviews: d20 Modern Core Rulebook, Part 1

Heroes vs. rejects from The Warriors.

"Mimes...why did it have to be mimes?"

NOTICE: All art on this page is from Wizards of the Coast, and is thus copyright of its appropriate authors. It is shown here via the d20 Modern Roleplaying Game Art Gallery as reference only.

In the past, I have reviewed plenty of d20 Modern books. Some of you, however, may have only played Dungeons and Dragons, if any d20 games at all. So, as a courtesy to you and a challenge to myself, I decided I’d review the d20 Modern Roleplaying Game Core Rulebook (simply referred to as the d20 Modern Core Rulebook, or DMCR, from now on) itself. No supplemental bases for the review, all on its own, standing on its own two feet in front of me, the judge. How do the core rules of d20 Modern fare on their own, sans supplements, and what is different from other d20 games? Well, let’s take a look and find out. Read the rest of this entry »

 
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Posted by on July 25, 2010 in RPG Reviews

 

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