It hasn't been mentioned yet, but Mutants And Masterminds is far more flexible under the hood than its superhero shell might lead you to believe: mostly because it runs on a point buy system. It even has a dedicate offshoot for playing Anime inspired games. Its D20 under the hood, so its not hard to learn. Low level play is perfect for non-superhumans (like Batman), and the level up mechanic is stripped out since Superheroes rarely gain or lose power unless there is dramatic reasons for doing so. The only rules tweak is that for Superhero play it automatically assumes everyone pulls their punches and does less-lethal damage, so always use the rules for lethal injury when using firearms.
Mr. Bean wrote:D20 modern the last time I touched it back in 2005 was very much a game of D&D 3.5 w/guns and not it's own modern setting.
False. D20 Modern is based on D&D
3.0, not 3.5. And it never received an update. There is at least as much difference between those two systems as there is between 3.5 and Pathfinder. Furthermore, it actually did change several important aspects of the game, such as the six generic "ability score" based classes that only went up ten levels before forcing you to play normal character classes (they call them advanced, but if it were more like D&D they would have been the basic classes) as well as tweaking and lowering the Massive Damage Threshold so injuries from firearms would be appropriately dangerous.
Far fom the firearms being the worst design element of the game, I think its really their inability to decide whether or not it should have had generic (and therefor unobtrusive) classes that went up to twenty levels, or Archetypical classes a la D&D. Personally I would have preferred the former, since there is far more variation of genre in stories set in modern times. I certainly wouldn't want Rambo to walk into my James Bond film, for instance, or to have my alien invasion story overshadowed by an appearance by Harry Potter.
And yet I do still have an admiration for Modern. It did show how to do a generic or universal RPG without going into point buy like GURPS (which I've always perceived as too complex to appeal to me). Its just a shame that they stopped supporting it after they revised D&D.
Scottish Ninja wrote:*about Range Increments and stupidity*
Frankly, most gun battles in either gaming or real life happen at fairly short ranges anyway, so unless you are playing a Modern Warfare campaign and have a dedicated team sniper it shouldn't be an issue most of the time.
The next big issue is armor. This is a fairly simpler topic: armor is equally effective against all weapons. Whether it's a quarterstaff, .32 ACP pistol... or a 14.5mm anti-tank rifle capable of penetrating 40mm of steel plate at 100 meters, you have the same probability of getting past the armor and doing damage.
Some Pathfinder release had a gun-wielding class which simply treated gun attacks as ranged touch attacks. This is an equally simplistic, sloppy, and bad solution, especially since the term "bulletproof" comes from armor being tested by shooting it, and marking where the bullet had failed to penetrate. The D20 system does not handle armor effectiveness against different weapons well at all. (Note, however, that through the AC mechanic, a decreasing ability to penetrate armor at longer range is baked into the range increment. The difference doesn't bother me that much in regular D&D.)
This is true, but really speaks to the weird abstract nature of D&D's combat system in general where you need to take a feat to know how to Dodge ordinary attacks, but for fireballs
anyone can hit the deck
. I do have an idea of how to make it work, though: degrees of success. Basically, make a compromise between the way D&D treats armor and Modern treats armor. Give every piece of armor worn a modifier to your Defense Bonus (I.E. Armor Class in D&D terms). Then when the difference between a hit and a miss is the difference between wearing kevlar and wearing a T-shirt, say that the person took a hit, but to represent armor stopping the bullet apply damage reduction. Use the 3.5 rules for DR, and make sure that different types of armor have their DR overcome by different types of damage. A kevlar vest able to resist Ballistic Trauma can be overcome by slashing or piercing damage, for instance, unless its specifically knife rated-- in which case it may still be overcome by slashing damage such as from swords or fragmentation grenades. Or maybe its damaged by those sources and only provides protection until its destroyed. Your call.
If applied to medieval armor, you could say that a chainmail vest protects against slashing damage and possible piercing (again, your interpretation), but is overcome by bludgeoning damage. Full plate might overcome bludgeoning and slashing, but piercing can still get through. Padding helps against bludgeoning damage, but sucks pretty bad against anything else on its own. This is useful to know in Modern settings because flack jackets used chainmail; likewise, the suits used by bomb squad professionals are hard armor. And someone will probably want to try that old "metal plate hidden under their poncho" trick from
V and "For a Fist Full of Dollars".
Its a kludge and I've never tested it, but that might work to make armor more realistic. The only thing I'm unsure of is how to deal with shields (medieval and modern riot shields both).
Then there's automatic fire.
To be honest, I seriously can never understand why this is a breaking point for so many people. Modern is a game where you aren't
supposed to have easy access to automatic weaponry. Machine guns are illegal damn near everywhere unless you are in active service in a military or law enforcement. It just should not come up that often, unless you are either doing a wargame campaign or are regularly getting into shootouts with SWAT.
I mean, my friend Sorchus can not get over the fact that the normal Full Auto mode is treated as an area attack, whereas I always thought it was an elegant way to represent Covering Fire
and untrained Spray And Pray.
What world do these people live in where firing more bullets at someone makes you less likely to hit? It's true that succeeding shots may be less accurate but the first round at least will always be at least as accurate as any single shot you fire.
Uh, if I remember correctly, Burst Fire
did apply the penalty only to the followup shots. Because that makes perfect sense-- the muzzle climb makes it hard to keep on target. And if the rules
don't work the way I remember it, that's one of the easiest house rulings I've ever seen.
In the end, your players may not care about any of this, but if there are gun nuts among them, they might be as bothered about it as I am, and that draws people out of the game when realistic choices can't lead to realistic actions.
I'm a semi-gun nut, and to be frank, I'm more concerned with how hit points abstract away the debilitating nature of injuries. But then, I already have an idea for tweaking the Massive Damage threshold so that it more closely resembles the Injury system used in M&M and described in Unearthed Arcana. I guess that's just how I roll-- when something is broken, I seek to fix it, rather than STRAKKING about it futilely.