Recent from talks
Nothing was collected or created yet.
D20 Modern
View on WikipediaThe d20 Modern Roleplaying Game Core Rulebook | |
| Designers | Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan |
|---|---|
| Publishers | Wizards of the Coast |
| Publication | November 1, 2002 |
| Years active | 2002-2006 |
| Genres | Modern, Science fiction, Cyberpunk |
| Systems | d20 system, modified |
| Chance | Dice rolling |
| Media type | Roleplaying game books |
d20 Modern is a modern fantasy role-playing game system designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. The system's core rulebook was published by Wizards of the Coast on November 1, 2002; by 2006, ten additional supplements were released. The game is based on the d20 System and the Dungeons & Dragons 3rd Edition ruleset. It includes various campaign settings along with the tools to build campaigns in modern/contemporary settings.
History
[edit]Wizards released d20 Modern in 2002 while the company was overhauling its Star Wars role-playing game.[1]: 288 Wizards then expanded on the game, developing one of its settings into a sourcebook, the Urban Arcana Campaign Setting (2003). Wizards then extended this development of d20 even further, with the science-fiction game d20 Future (2004) as well as the historical game d20 Past (2005). Wizards ended this line in 2006 by updating their classic campaign setting Dark•Matter for d20 Modern.[1]: 292
Alterations to the d20 System
[edit]This section needs additional citations for verification. (May 2022) |
Basic classes
[edit]In d20 Modern, each character is referred to as a hero. All heroes start with a first-level, basic class. Each basic class corresponds to one of the six ability scores in the d20 System. Each basic class has its own set of skills, feats, talents, saves, hit dice, wealth bonus, and so on. A beginning basic hero will become a more specific advanced-class hero at later levels, depending on which abilities a player favors for their character.
The six basic classes are:
- The Strong Hero, based on Strength (STR). These heroes are brawny, and they greatly favor melee combat.
- The Fast Hero, based on Dexterity (DEX). Nimble, quick, and able to evade most incoming attacks.
- The Tough Hero, based on Constitution (CON). Difficult to take down and can resist most sicknesses.
- The Smart Hero, based on Intelligence (INT). A know-it-all hero with an edge in brain-intensive skills.
- The Dedicated Hero, based on Wisdom (WIS). A highly intuitive and vigilant hero.
- The Charismatic Hero, based on Charisma (CHA). A hero with personal magnetism and a way with words.
Advanced Classes
[edit]In addition to basic classes, there are also advanced classes. Similar to basic classes but with requirements to fulfill. There are 14 advanced classes for which a player character may qualify over time:
- Acolyte
- Bodyguard
- Daredevil
- Field Medic
- Field Scientist
- Gunslinger
- Infiltrator
- Investigator
- Mage
- Martial Artist
- Negotiator
- Personality
- Soldier
- Techie
Advanced classes can be less or more easily achieved depending on the hero's basic class. For instance, a Tough Hero can be an excellent candidate for Bodyguard or Daredevil, but would have more difficulty becoming a Techie or Acolyte.
At later levels, the player may choose to multi-class their hero; for example, a Strong and Dedicated Bodyguard (two basic classes, one advanced), or a Smart Investigator and Field Scientist (one basic, two advanced). There are no limitations in the rule set as to how many classes a hero may have, but two or three are typical. Dividing experience and character development between too many classes results in breadth at the cost of having weaker abilities in each class.
Some gamemasters (GMs) may set restrictions on certain advanced classes in their campaign. E.g., the advanced classes might require more experience points to acquire, or some might not be available until specific objectives have been reached in the game campaign. GMs may also entirely rule out certain classes, e.g. Acolyte and Mage because their spell-casting abilities do not fit the GM's hard sci-fi scenario.
Action Points
[edit]One of the interesting additions to the system was the action points. Actions points are used by characters to affect game play greatly. Whenever a character spends one action point, the character receives a small boost in his or her skill checks, ability checks, level checks, or saving throws. There's a bit of restriction when and where to use them. As the character spends these points, they're very limited. However, through level advancement, he or she replenishes spent action points.
Feats, Skills, and Items
[edit]In order to fit the d20 Modern setting, some skills and items are reworded and rebalanced, and both the feats and skills mechanics receive expansions.
Also included are game statistics for both modern weapons and "archaic" weapons, such as swords, axes, and crossbows.
Occupations and Wealth Bonus
[edit]Occupations aren't considered classes but act as a job or career that a character holds. He or she may hold multiple occupations, but over time. There are over 19 different occupations and each with its own restrictions, such as age. As well, they open more options when choosing skills and higher Wealth bonus. The 19 occupations are: Academic, Adventurer, Athlete, Blue Collar, Celebrity, Creative, Criminal, Dilettante, Doctor, Emergency Services, Entrepreneur, Investigative, Law Enforcement, Military, Religious, Rural, Student, Technician, and White Collar.
Instead of using real world currency, such as United States dollar (USD) or Euro (EUR), it's been replaced with the Wealth bonus. It functions just like any real world currency: income, credit, debit, to deposit or withdraw, purchasing and selling, and so on. It also defines the characters' financial conditions, from being opulent to impoverishment. All characters have their own wealth. Determining wealth at first level, the player rolls a four-sided die two times (2d4), and then adds the results together. The result can be increased by occupation, the Windfall feat, and the Profession skill. Whenever the character advances in level, the player rolls a Profession check.
Campaign settings
[edit]This section needs additional citations for verification. (May 2022) |
d20 Modern presents three sample campaign settings. These settings, unlike the rest of the book, feature the supernatural.
Shadow Chasers
[edit]In this setting, evil monsters, usually from one or more parallel dimensions, roam free around the world. However, most people do not see these creatures for what they really are, seeing instead a vague approximation which is still plausible in that person's beliefs about reality. (See consensus reality.) For example, an ogre would appear to the average person as a very burly man. The player characters are somehow capable of seeing through this veil, and typically take on responsibility for defending humanity from the monsters. It originally appeared as a d20 mini-game in Polyhedron Magazine issue #150.
Agents of Psi
[edit]In this campaign setting, magic (at least in the traditional sense) does not exist, but psychic capabilities called psionics do. Player characters typically work for a government agency investigating and/or using this quasi-supernatural force, but this is only a suggestion and is not strictly required by the rules. A novella taking place in this setting was published on the WotC website.
Urban Arcana
[edit]In this setting, dragons rule the boardrooms and bugbears rule the streets. It is a world where monsters and magic exist, yet the human psyche just cannot fathom them and covers up all supernatural events. Some, however, break that barrier and become aware of the world around them, and help Mages, Acolytes, and other magical characters fight with monsters from another realm. This campaign setting combines aspects of the previous two settings (Shadow Chasers & Agents of Psi) and uses the concept that all three settings coexist in the same reality (at least in Urban Arcana).
Other settings
[edit]Dark•Matter: Shades of Grey
[edit]
Dark•Matter: Shades of Grey is a d20 Modern mini-game of conspiratorial suspense presented in Polyhedron Magazine issue #167 (also known as Dungeon Magazine issue #108) and then as a stand-alone d20 Modern book, Dark•Matter, in September 2006. It is a remake of the Dark•Matter campaign setting for Alternity. It uses concepts from the core d20 Modern RPG rules and the Urban Arcana and d20 Menace Manual sourcebooks, which are also recommended for use to get the most from the setting.
Mecha Crusade
[edit]Mecha Crusade was a d20 mini-RPG campaign setting in issue #154 of Polyhedron Magazine (Dungeon Magazine issue #95).
The setting was a take off of anime mecha series, like Mobile Suit Gundam or Macross.
Pulp Heroes
[edit]
Pulp Heroes started as a d20 mini-RPG found in Polyhedron Magazine issue #149 (also known as Dungeon Magazine issue #90). Polyhedron #161 (also known as Dungeon #102) contained a d20 Modern "update" of the Pulp Heroes mini-game.
The setting allows one to play games that take place during the famous Pulp Era of literature, filled with ancient dinosaurs, power-hungry gangsters, vengeful vigilantes, amazing superheroes, evil Nazis, bizarre inventions, mystical psionics, hard-boiled detectives, trained martial artists, curious explorers, eldritch aliens, and various other fantastic people, places, and things.
The worlds of H. P. Lovecraft's Cthulhu Mythos and Sir Arthur Conan Doyle's The Lost World, and famous individuals like Jules Verne, H. G. Wells, Doc Savage, Tarzan, and Indiana Jones serve as perfect examples of this era.
Many elements of Pulp Heroes were adapted into the later d20 Past sourcebook.
Thunderball Rally
[edit]
Thunderball Rally was the second mini-game in a brief series of previews for d20 Modern that appeared in the early issues of the third and last edition of Polyhedron Magazine, which was on the flipside of Dungeon Magazine.
Thunderball Rally, released as a preview for the d20 MODERN RPG in Polyhedron #152, is a d20 System mini-game about racing across the United States of America in 1976. The game creates an imaginary cross-country car race, and uses d20 System modern vehicle rules. The vehicle rules that were described in the game were also recommended for use with the previous d20 Modern mini-game preview Shadow Chasers (Polyhedron #150).
In Thunderball Rally, the player characters portray one of the crews in the largest, most lucrative, most illegal crosscountry road race in America. Examples of the genre include The Gumball Rally, Cannonball (and its later follow up/remake The Cannonball Run), The Blues Brothers, Death Race 2000, and Smokey and the Bandit, and iconic characters include the General Lee and Boss Hogg. Rules for Orangutan player characters subsequently appeared in Polyhedron #153 as a homage to the 1978 film Every Which Way but Loose.
Official products
[edit]| Title | Author(s) | ISBN | Publication Date |
|---|---|---|---|
| d20 Modern Roleplaying Game | Bill Slavicsek, Jeff Grubb and Rich Redman | ISBN 0-7869-2836-0 | 1 November 2002 |
| Urban Arcana | Bill Slavicsek, Jeff Grubb, Eric Cagle and Dave Noonan | ISBN 0-7869-2659-7 | 1 May 2003 |
| d20 Menace Manual | JD Wiker, Eric Cagle and Matthew Sernett | ISBN 0-7869-2899-9 | 1 September 2003 |
| d20 Weapons Locker | Keith J. Potter | ISBN 0-7869-3132-9 | 1 February 2004 |
| d20 Future | Christopher Perkins, Rodney M. Thompson and JD Wiker | ISBN 0-7869-3423-9 | 1 August 2004 |
| d20 Past | James Wyatt | ISBN 0-7869-3656-8 | 1 March 2005 |
| d20 Apocalypse | Eric Cagle, Darrin Drader, Charles Ryan, Owen K.C. Stephens | ISBN 0-7869-3273-2 | 1 June 2005 |
| d20 Cyberscape | Owen K.C. Stephens | ISBN 0-7869-3695-9 | 1 September 2005 |
| d20 Future Tech | Rodney Thompson and JD Wiker | ISBN 0-7869-3949-4 | 1 February 2006 |
| d20 Critical Locations | Eric Cagle, Owen K.C. Stephens and Christopher West | ISBN 0-7869-3914-1 | 1 May 2006 |
| d20 Dark•Matter | Wolfgang Baur and Monte Cook | ISBN 0-7869-4349-1 | 1 September 2006 |
Reception
[edit]The 2002 Pyramid review highlights that compared to other non-fantasy modern settings "it appears that in many ways, Wizards of the Coast has been significantly more conservative when adapting the d20 System to a modern setting. d20 Modern retains many elements that other modern and ultramodern games dispense with or modify, such as iterative attacks and hit points. However, d20 Modern uses some aspects of the game that appeared in the d20 Star Wars game. [...] The fundamental difference between the approach to classes and the corresponding D&D classes is that the d20 Modern classes are much more general".[2]
Mark Theuar, for the gaming magazine Fictional Reality, wrote that he would "highly recommend this book to anyone wanting to play in a modern day rpg" and that "the interior artwork has sort of a graphic novel feel to it and it works very well for this setting".[3] He highlighted his enjoyment of the section on guns and that "combat is similar to Call of Cthulhu d20 meaning that you can get dead real quick. [...] My favorite aspect about the world background is that we're already living about 90% of it. As a GM all you have to do is fill in the last 10%. It's not like building or learning a whole new fantasy world from scratch".[3] Theuar also "particularly liked the Wealth system".[3]
Academic Kris Green also highlighted the d20 Modern Wealth system in the book Mathematics in Popular Culture (2012) and called it an "excellent example of abstraction".[4] Green wrote that "rather than force players to keep detailed records of every purchase a character makes and bank record he accesses, the d20 Modern designers created a single abstract quantity called 'Wealth' that determines how easy it is for a character to acquire equipment and resources. Players roll against the difficulty (which incorporates cost and availability as well as legality) of acquiring a good, and their wealth may change as a result of the roll, representing in the abstract the loss of assets".[4]
Reviews
[edit]- Coleção Dragão Brasil[5]
Legacy
[edit]Charlie Hall, for Polygon, stated that "back in 2002, d20 Modern helped to breathe life into third edition Dungeons & Dragons, expanding the tabletop role-playing game into a far more contemporary setting — less swords and sorcery, more ninjas and automatic weapons".[6] Shannon Appelcline commented that d20 Modern was "sort of successful" in launching a "new wave of third-party" publication which used the d20 System, however, many other publishers had already begun creating modern and science-fiction d20 System publications before the release of d20 Modern.[7] This new wave included hundreds of third-party publications alongside the additional ten d20 Modern books Wizards of the Coast released. Appelcline wrote that "Sword & Sorcery was probably the most noticeable, with their licensed version of Gamma World (2003-2004), though they covered their bets by saying the books could be used with D&D 3e or d20 Modern. But, many other publishers put out large d20 Modern lines. Some of the most notable were Adamant's Thrilling Tales (2005-2007) and Mars (2006-2007) line, Green Ronin's varied d20 Modern rules and settings, which culminated in Damnation Decade (2006), and Mongoose's new editions of the classic Macho Women with Guns (2003, 2005)".[7]
Everyday Heroes
[edit]In 2022, Jeff Grubb – co-creator of d20 Modern – announced an upcoming role-playing system titled Everyday Heroes which is based on the 5th edition Dungeons & Dragons ruleset via Wizard's Open Game License. Sigfried Trent, one of the lead designers, described the game as merger of "the theme, the setting, the mood, the feeling of d20 Modern" and "the rules, the simplicity, and the modularity of 5e".[6] Polygon called Everyday Heroes a "spiritual successor" to d20 Modern.[6]
This system will be published by Evil Genius Games and will include licensed settings such as Escape from New York, Highlander, Kong: Skull Island, Pacific Rim, Rambo, The Crow, Total Recall, and Universal Soldier.[6][8]
See also
[edit]References
[edit]- ^ a b Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. ISBN 978-1-907702-58-7.
- ^ "Pyramid: Review of d20 Modern".
- ^ a b c Theuar, Mark (December 2002). "D20 Product Review". Fictional Reality (10).
- ^ a b Green, Kris (2012). "Coming Out of the Dungeon: Mathematics and Role-Playing Games". Mathematics in Popular Culture: Essays on Appearances in Film, Fiction, Games, Television and Other Media. McFarland & Company. p. 104. ISBN 9780786489947.
- ^ "Coleção Dragão Brasil".
- ^ a b c d Hall, Charlie (2022-05-02). "Everyday Heroes uses the rules of D&D to roll up Rambo, Highlander, The Crow, and more". Polygon. Retrieved 2022-05-02.
- ^ a b Appelcline, Shannon. "d20 Modern Core Rulebook (d20M) | Product History". DriveThruRPG. Retrieved 2022-05-02.
- ^ "Dungeons & Dragons Comes to Pacific Rim, Highlander, Kong: Skull Island, and More Movies". ComicBook.com. May 3, 2022. Retrieved May 3, 2022.
External links
[edit]D20 Modern
View on GrokipediaHistory
Development
The development of d20 Modern was initiated in 2001 by Wizards of the Coast as an extension of the d20 System introduced in Dungeons & Dragons Third Edition, with the goal of creating a versatile ruleset for contemporary role-playing campaigns beyond fantasy settings.[7] The project sought to capture the essence of action-oriented narratives inspired by films like Rambo and urban fantasy media such as Buffy the Vampire Slayer, while drawing structural influences from prior Wizards publications including Star Wars Roleplaying Game and Alternity.[7] Producer Bill Slavicsek, then Director of Research and Development, emphasized a focus on "cinematic role-playing" to appeal to players interested in espionage, horror, and post-apocalyptic adventures.[7][8] The core design team comprised experienced Wizards of the Coast staffers Jeff Grubb, Rich Redman, Charles Ryan, and Stan!, who collaborated on adapting core mechanics like character classes, skills, and combat to reflect real-world technology and societal elements.[8][9] A key innovation was reimagining classes around core ability scores—such as the Strong Hero for physical prowess and the Smart Hero for intellectual pursuits—allowing greater flexibility for diverse character concepts without rigid archetypes.[7] This approach addressed the limitations of traditional fantasy classes by emphasizing occupations and backgrounds to ground characters in modern life, with progression tied to action points for dramatic tension.[7] Editor Michelle Carter played a crucial role in refining the manuscript, ensuring cohesion across the expanded 386-page core rulebook.[7] During development, the team explored multiple campaign settings to broaden the system's appeal, including urban fantasy, shadow chases, and psychic investigations, but ultimately consolidated them into the core book while deferring deeper expansions.[7] A proposed biopunk setting was cut for scope but later adapted into articles for Dragon and Polyhedron magazines.[7] Charles Ryan highlighted the intent to "hit all of those [genres]... urban fantasy, Buffy the Vampire Slayer," reflecting a deliberate push toward genre-blending versatility.[7] The rulebook was completed and published in November 2002, coinciding with the rise of the Open Game License to encourage third-party content.[9]Release and Publication Timeline
The d20 Modern roleplaying game was first published by Wizards of the Coast with the release of its core rulebook on November 1, 2002.[10] Authored by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan, the 386-page hardcover introduced a modern adaptation of the d20 System, enabling campaigns set in contemporary Earth with elements of action, intrigue, and the supernatural.[2] Priced at $39.95, it marked Wizards' effort to expand the d20 System beyond fantasy into versatile genre play.[10] In 2003, the line expanded with two key supplements. The Urban Arcana Campaign Setting, released in May, provided rules for blending modern urban life with fantasy elements like magic and monstrous creatures, authored by Eric Cagle, Jeff Grubb, David Noonan, Bill Slavicsek, and Stan!. This 320-page hardcover, priced at $34.95, established the first official campaign framework. Later that year, in September, the d20 Menace Manual arrived as a 224-page monster compendium for modern threats, written by J.D. Wiker, Eric Cagle, and Matthew Sernett, offering adversaries ranging from street thugs to extraterrestrials at $34.95.[11] The 2004 releases focused on equipment and sci-fi expansion. d20 Weapons Locker, authored by Keith J. Potter and released in February, detailed over 120 modern firearms and gear in a 192-page supplement priced at $29.95, enhancing tactical combat options.[12] In August, d20 Future introduced futuristic rules for space opera and high-tech campaigns, a 224-page book by Christopher Perkins, Rodney Thompson, and J.D. Wiker, retailing for $34.95 and broadening the system's genre scope.[13] By 2005, Wizards accelerated output with historical, post-apocalyptic, and cybernetic supplements. d20 Past, released in March and authored by James Wyatt and Gwendolyn F.M. Kestrel, offered mechanics for eras from ancient times to the 20th century in a 96-page softcover at $19.95.[4] d20 Apocalypse followed in June, providing survival rules for end-times scenarios by Eric Cagle, Darrin Drader, Charles Ryan, and Owen K.C. Stephens in another 96-page book priced at $19.95. September saw d20 Cyberscape by Owen K.C. Stephens, a 96-page exploration of virtual reality and cyberware for $19.95, tying into d20 Future's themes. The line concluded in 2006 amid Wizards' shift toward Dungeons & Dragons 3.5 Edition priorities. d20 Future Tech, released in February by Rodney Thompson and J.D. Wiker, expanded advanced gadgets in a 96-page supplement at $19.95.[14] In May, d20 Critical Locations by Eric Cagle, Owen K.C. Stephens, and Christopher West provided detailed settings for campaigns in a 128-page hardcover priced at $29.95. The final major release, Dark•Matter in September, revived the classic horror-conspiracy setting with modern rules, a 160-page hardcover by Wolfgang Baur and Monte Cook priced at $29.95, signaling the end of active support. Overall, Wizards produced the core book plus ten supplements from 2002 to 2006, fostering a diverse ecosystem before the line went dormant.[15]Core System
Classes and Character Creation
Character creation in d20 Modern follows a structured process adapted from the d20 System, emphasizing modern-day realism and versatility for urban or contemporary campaigns. Players begin by determining ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—using methods such as point buy (e.g., assigning values from a standard array like 15, 14, 13, 12, 10, 8), rolling 4d6 and dropping the lowest die, or straight 3d6 rolls ranging from 3 to 18.[16] Race selection defaults to human, with class skill points already incorporating the human racial bonuses of 4 extra skill points at 1st level, 1 extra per additional level, and 1 bonus feat at 1st level to reflect diverse backgrounds.[17] Next, players choose allegiances, such as personal ideals, organizations, or philosophies (e.g., loyalty to a nation or cause like "good" or "chaos"), which influence roleplaying and certain mechanics without enforcing a strict alignment system.[16] The process continues with selecting an occupation, a pre-class role like Academic (bonus to Knowledge skills), Adventurer (versatile feat and skill access), Doctor (healing focus), or Soldier (combat proficiency), which grants starting feats, class skills, reputation (+1 or +2), and a Wealth bonus for equipment acquisition.[16] Players then pick one of the six basic classes, each tied to a primary ability score and designed for 1st-level heroes, determining hit points, skill points per level, base attack bonus, saving throw progressions, and class features. Note that the skill points for basic classes incorporate the standard human racial bonuses.[17] Skill points are allocated based on the class formula (e.g., (points per level) × 4 at 1st level, plus Intelligence modifier), prioritizing class skills like Drive, Computer Use, or Knowledge for modern applicability.[16] Feats are selected at 1st level (one automatic plus the human bonus feat plus any from occupation), with additional feats every three levels or via class bonuses, focusing on practical abilities like Personal Firearms Proficiency or Point Blank Shot.[16] Wealth is calculated as a bonus score (starting at 2d4 + occupation bonus + (Wisdom modifier + ranks in Profession skill)) used for purchase checks rather than gold, enabling access to contemporary gear like firearms or vehicles.[18] Combat statistics follow: hit points (class Hit Die roll or maximum at 1st level, plus Constitution modifier), Defense (10 + Dexterity + class bonus), Initiative (Dexterity + class), base attack (class progression), and saving throws (good in two, poor in one per class).[16] Equipment is purchased via Wealth checks, and final details include action points (5 + ½ character level for heroic actions like adding to rolls) and background elements like name and personality.[16] This system supports multiclassing after 1st level, allowing up to three classes without experience penalties, blending basic class foundations with advanced classes at higher levels for specialization.[16] The six basic classes provide archetypal starting points, each with 10 levels of progression and no inherent spellcasting, differing from Dungeons & Dragons by emphasizing technology, firearms, and urban survival over fantasy magic.[16] The Strong Hero (key ability: Strength; Hit Die: d8; skill points: 3 + Int modifier) excels in physical power and melee, gaining features like Melee Smash (+1d6 damage on improvised weapons), Extreme Effort (temporary Strength boost for checks or damage), and Ignore Hardness (bypassing object resilience), with bonus feats such as Power Attack.[16] It suits frontline combatants, prioritizing brawn over agility in modern brawls.[16] The Fast Hero (Dexterity; d8; 5 + Int modifier) focuses on speed and evasion, with abilities including Evasion (half or no damage from area effects), Increased Speed (+5 ft. per feature), Uncanny Dodge (retain Dexterity to Defense when flat-footed), and Defensive Roll (halved damage once per day), plus feats like Dodge and Mobility.[16] Ideal for agile scouts or drivers, it adapts D&D's rogue-like mobility to pursuits and gunfights.[16] The Tough Hero (Constitution; d10; 3 + Int modifier) emphasizes endurance, featuring Damage Reduction (1/—, increasing to 3/—), Energy Resistance (5 to one type, +5 per feature), Remain Conscious (act at 0 hp), Second Wind (heal 1d8 + level or half level hp daily), and Robust (+4 vs. disease/poison), with feats like Endurance.[16] It represents resilient survivors, replacing D&D's fighter durability with gritty, non-magical toughness for prolonged engagements.[16] The Smart Hero (Intelligence; d6; 9 + Int modifier) handles intellect and invention, with Savant (+1 to +5 on one skill, multiple uses), Plan (reroll a failed check or +2 on next action), and research-oriented bonuses, plus feats like Educated and Gearhead for technical aptitude.[16] Geared toward hackers or engineers, it shifts D&D's wizard intellect to contemporary problem-solving without arcane elements.[16] The Dedicated Hero (Wisdom; d6; 5 + Int modifier) aids allies through insight and healing, gaining Empathy (+2 to Sense Motive or Charisma checks), Healing Knack (+1d4 hp via Heal skill), Healing Touch (heal 2× level or level hp, 3/day), and Aware (+1 Spot/Listen), with feats like Alertness.[16] It supports team dynamics like a modern cleric analogue, focusing on perception and non-supernatural aid.[16] The Charismatic Hero (Charisma; d6; 7 + Int modifier) leads through influence, with Charm (+3 Charisma checks or attitude improvement), Fast-Talk (temporary Bluff synergy), Coordinate (+1 to allies' actions), Favor (weekly aid), and Inspiration (+2 morale), plus feats like Renown.[16] Suited for negotiators or celebrities, it channels D&D's bardic charisma into social engineering for urban intrigue.[16]Action Points and Progression Mechanics
In d20 Modern, action points serve as a key resource for heroic characters, allowing players to influence outcomes in critical moments and emphasizing the system's cinematic, action-heroic tone. Characters begin play with 5 action points at 1st level, and upon gaining each subsequent level, they receive additional action points equal to 5 plus one-half their new character level (rounded down).[19] For example, advancing to 2nd level grants 6 action points (5 + 1), while reaching 8th level provides 9 (5 + 4). This cumulative system results in a growing pool—such as 56 total action points by 8th level—reflecting increasing heroic capability without a hard cap.[20] Only characters with levels in heroic classes (basic or advanced, as opposed to ordinary non-player characters) gain and spend action points, underscoring the distinction between protagonists and ordinary folk.[19][21] Action points are spent as a free action, limited to one per round, to either augment a d20 roll or enable special effects. The primary use adds a variable bonus to any attack roll, saving throw, skill check, ability check, or level check, declared after the die is rolled but before the result is revealed; the bonus equals the highest roll on 1d6 at levels 1–7, 2d6 at levels 8–14 (taking the highest), or 3d6 at levels 15–20.[19] This cannot combine with taking 10 or 20 on a roll and provides a scalable edge, equivalent in power to a low-level magic item (roughly 100 gp per character level).[20] Alternative expenditures include stabilizing at 0 hit points without a check, activating certain class talents (such as a Fast Hero's Defensive Roll for a Reflex save against area effects), or enhancing feats temporarily (e.g., doubling the dodge bonus from Dodge).[19] Some advanced classes, like the Gunslinger, allow spending points for extra damage on successful attacks (+3d6). These mechanics encourage tactical decisions, as points cannot be traded or sold, and game masters may adjust treasure awards to offset their potency.[20] Character progression in d20 Modern revolves around accumulating experience points (XP) through encounters, roleplaying, and objectives, mirroring the d20 System's structured advancement while adapting to modern genres. XP awards are divided into personal (for individual contributions) and story (for group milestones), with totals determining level-ups via the following table:| Character Level | Experience Points Required |
|---|---|
| 1st | 0 |
| 2nd | 1,000 |
| 3rd | 3,000 |
| 4th | 6,000 |
| 5th | 10,000 |
| 6th | 15,000 |
| 7th | 21,000 |
| 8th | 28,000 |
| 9th | 36,000 |
| 10th | 45,000 |
| 11th | 55,000 |
| 12th | 66,000 |
| 13th | 78,000 |
| 14th | 91,000 |
| 15th | 105,000 |
| 16th | 120,000 |
| 17th | 136,000 |
| 18th | 153,000 |
| 19th | 171,000 |
| 20th | 190,000 |
