the803DM |
I think the modern classes were balanced when they were created as a re-write of the treatment Wizards gave Call of Cthulu, a game in which PCs research, investigation, and long-range weaponry skills are vital to their survival. The "Shadow Chasers" campaign model is essentially Call of Cthulu draped in Buffy-drag to ward off parental concern. If you don't play that style of game, the books-guy and guns-guy can seem a bit lacking. I think Smart Heroes could use a (Bard-like) odd knowledge Talent tree, and Fast Heroes could use a Driving/Piloting Talent tree.
I haven't played d20 Modern yet, and am waiting for a copy of Spycraft d20 and Mutants and Masterminds to compare classes.
I've done test-runs of both Spycraft (2e) and Mutants & Masterminds (1e), and I think d20 Modern fits right between them in many ways. Spycraft is good for players that like cruching through lots and lots of mechanics. Mutants & Masterminds is on the other end of the complexity spectrum; it's simple, fast, and fun for people who want to get right to the action. It doesn't really have classes. Both games are well-suited to their respective genres; the Espionage genre is all about technical details and intricate planning, while the Superhero genre is about epic battles that don't track hit points.
Spycraft = the most recent Bourne or Batman movies
Mutants & Masterminds = SpiderMan or classic Bond
d20 Modern = Big Trouble in Little China