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Loved this product. Who knows, maybe when Urban Arcana (or whatever CA they use for it) will increase the cap to 20 or beyond. Here's to many great adventures to come.
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For anyone that ever played D20 Modern do not despair, this is its true successor. It has the same great feeling, but with updaed mechanics. I cannot recommend this enough.
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This game is a welcome update from D20 Modern. I'm especially struck by the care and versatility put into the smart and charismatic hero types.
It is a 5e base game, limited to 10 levels, and is more structured than similar 10 level systems (such as Pugmire). It bears some similarity to Carbon 2185, but feels more specific and simultaneously versatile in how the classes and subclasses are designed.
Armor is a welcome departure, reminding me of a better version of the d20 Star Wars game, revised core rules. It does not protect you in most circumstances, but can definitely deflect lethal attacks and save you in a critical moment.
The way future expansions are planned out with rules and resources related to the IP, but also a planned collection of the rules without IP feels like a measured method of future growth. Looking forawrd to more.
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I can't wait to play this game. Every character class is dripping with flavor, and I really like the way they incorporate background and profession into your character build. Many of the new rules options add to the excitement, from the extensive rules for chases to the simple action of Dive for Cover.
The design of this game was inspired by d20 Modern, but ironically, I never really liked d20 Modern. In that game, the six core classes were bland and redundant with your ability scores. Everyday Heroes has six core archetypes, but each of them has a very unique ability, and the classes within them are anything but bland. The excellent artwork doesn't hurt, either.
So if you like the idea of a modern-era RPG that is (mostly) compatible with 5e, you should definitely check this one out.
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Love the ruleset. But why cap the game at level 10 instead of level 20?
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Creator Reply: |
Hi Ernest, thanks for the question. We made the decision to cap the levels at 10 because we wanted to emphasize the "everyday" in Everyday Heroes. When coming up with this project, my Northstar was Die Hard. Yes, this is my favorite action film of all time. And yes, it's a Christmas movie. But what I love about John McLain is that he was a regular joe caught up on an unfortunate situation. That's the essence of the game. Second, we wanted to keep higher levels for more superhuman roleplay. Maybe its for characters from movies like "The One" or "Wanted." Or even for a superhero TTRPG. You never know. Cheers, I hope you enjoy the game. |
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Hi Ernest, thanks for the question. We made the decision to cap the levels at 10 because we wanted to emphasize the "everyday" in Everyday Heroes. When coming up with this project, my Northstar was Die Hard. Yes, this is my favorite action film of all time. And yes, it's a Christmas movie. But what I love about John McLain is that he was a regular joe caught up on an unfortunate situation. That's the essence of the game. Second, we wanted to keep higher levels for more superhuman roleplay. Maybe its for characters from movies like "The One" or "Wanted." Or even for a superhero TTRPG. You never know. Cheers, I hope you enjoy the game. |
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Everyday Heroes does for D&D 5E what D20 Modern did for 3E, but better.
While it uses the 5E system as a framework, and there are a lot of familiar mechanics and terminology, it doesn't feel like the system is being forced into a genre it doesn't fit, which is often the pitfall of games designed around the 5E system. Although there are a few classes that mirror D&D classes (the Scoundrel is pretty much a modern Rogue, for example), they are largely built from the ground up, and the classes in the core book cover a wide range of character types. On top of that, a combination of backgrounds, professions, and feats can lead to some very interesting and unique characters. Also, the game is based around a level cap of 10, so characters don't reach the level of raw power that they do in D&D. Of course, being a modern game, there are rules regarding firearms, vehicles, and other modern equipment, and the chase rules are designed to feel like a scene from an action movie.
The core book itself is pretty complete, but can be supplemented with the Cinematic Adventures and (eventually) sourcebooks that will extend the rules to cover urban fantasy, near future science fiction, etc. (similar to what D20 Modern did). It will also have VTT support (for Roll 20 and Foundry) early next year.
I backed this on Kickstarter. My verdict after reading the rules is that the game is a lot of fun, and something I'm looking forward to running and playing in the near future. The folks at Evil Genius have poured their years of experience, and clearly, a lot of love, into this game.
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If d20 moderen and 5e had a baby, this would be it. Love the direction and flexibility of the system.
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First - let me get my one gripe out of the way. This book needs bookmarks. Badly. I've created several characters now, and jumping back and forth between chapters would be a lot easier if it could be done with some bookmarks. Thankfully, this version (as opposed to the version Kickstarter backers have had for a couple of weeks) allows the purchaser to add their own, which I have.
OK, so, the good stuff. Basically everything else.
I loved d20 Modern. The basic idea of building the type of character you wanted based on their "schtick" rather than their job was so simple, yet innovative when the original d20 Modern dropped. It was immediately used by my gaming group for all kinds of things - we even tried to use it for MechWarrior, and that's where the creaky bits showed. The skill system with its ranks, half ranks, various bonuses from dozens of feats... Yeah. It was a bit frustrating to convert a small range - Green, Regular, Veteran, Elite - to a possible range up to 30 or so.
Everyday Heroes uses 5e as a core, which means it benefits from the bounded accuracy ethos, including the Proficiency mechanic that takes out the frustrations many people developed with unequal Base Attack Bonus progressions, ridiculously variable skill ranks, and tons of +2 bonuses from all sorts of sources. Now, it's much simpler, and if a feat does modify a skill or Proficiency, it tends to add Advantage rather than outright bonuses. Much simpler, and more streamlined. In addition, the game is explicitly designed for levels 1-10, and if the Escape from New York preview is any indication, 5th Level is solid enough for an action hero.
The sheer customizability of this game cannot be underemphasized. The authors give you a look under the hood for everything - you have the math to create balanced Backgrounds and Professions, NPCs of all sorts, and the descriptive text on weapons and armor to be able to create your own additions. The variety of licensed settings planned for Everyday Heroes should show how versatile the game is, I'm already tinkering with several possible campaigns using these rules.
All in all, I think I'll be using this rules set for quite a few games. For quite a bit more of my thoughts on Everyday Heroes, check out the third episode of the new Retro Arcana Podcast.
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Long story short: I absolutely recommend this game, for just about anybody that thinks they might like it. It's already incredibly versatile and I'm really looking forward to watching that grow over time.
A fantastic adaptation of 5e's core mechanics for modern action and intrigue, that avoids the common pitfalls so many similar games have fallen into.
And as part of the ever-growing ecosystem of things based on the 5e SRD you could import many elements from just about any other genre quite happily, and with only minor effort.
Of course, if you're patient a lot of that will be done for you: There's a suite of licensed Cinematic Adventure supplements in the works that will have trappings and rule options offering a number of spins on this core structure, scheduled to cap it all off with a collected book of these add-in quirks and modular options. Already available are PDFs of The Crow and Escape From New York, each offering their own options and spins on the vanilla presentation of the core rules.
As for the particulars of this core rulebook, one of my favorite parts of its design is easily this game's use of 5e's punchier feat structures, especially as a method of multiclassing. It continues being an evocative character building tool but there's ultimately so much more variety, and what direct reimplementation there is to be found is reframed to make it pitch perfect for the baseline setting.
And the 'Improvised' weapon category which, aside from helping give some panache to the definition of wilder or more brutish heroes, delivers a phenomenal way to quickly and easily bring the environment into focus in combat: Say you're having a very Indiana Jones sort of fight and trying to kick a nazi into the way of a plane propeller. Rather than worrying about fairly interpreting and adjudicating more-abstract ad hoc damage guidelines, the GM could simply tell you to make an attack with the Scary-Dangerous Object 'weapon' entry. It's totally straightforward for game masters that feel a need for that immediate and familiar structure, but also doesn't go so far as to necessarily restrict a more freewheeling decision for that moment and context. Top marks.
Second to those is the simplification of designing and customizing statblocks for nonplayer characters using small modifications based on their role in an encounter, though I expect this is going to be a much loved element for many GMs. A bit like D&D 4e's creature role system but simpler and less necessary to worry about for every combat-ready NPC, and with no stressing over adapting power blocks for concept and role, which was a design structure I had always found prohibitive rather than helpful. In contrast this is something you opt into selectively almost as a shorthand--more of a loose guideline for a presence in a scene rather than any obligation to build a scene a certain way.
Also very notable is the Background and Profession system, divvying up the mechanics of the familiar and much tread ground established in 5e's use of species and background--but importantly with an included system for designing your own to more firmly suit your character concept, or the particular milieu for a particular campaign.
On its own it could fit any number of modern and semi-modern campaign concepts (to quote a friend, "it's versatile enough to run every Die Hard movie," which is a lot more impressive than it might sound!), although depending on the specific setting and your own expectations that may take a bit of leg work as the game sensibly features many little rules and trappings designed to support characters and games set in the present day, give or take a few decades. For example, if you were to want to run a classic Western, you might feel an itching drive to create a laundry list of variatons on a few guns to more fully express and reinforce the setting from the outset (Notably, this isn't actually important to do: How often did classic Westerns care much for those finer details, or maintain them consistently when it did come up?).
They have already announced some supplements that will almost certainly reinforce this minor shortcoming, if it could even be called that: The Armory to outline a great many more (and more specific) guns; The Garage, to do the same for vehicles; and a book for running military campaigns, sure to have modular options for supply lines and logistics and chains of command, etc.
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I've been waiting for this for years, and it's FINALLY here. Not disappointed at all by the way. It feels like a faithful sequel to d20 Modern while keeping all of the 5e fun. I can't wait to get the Crow book!!
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Who wants action? I do, I do!
If you need a roleplaying game that you can plug your favorite action and adventuer movies into this could be what you are looking for. I personaly may consider using it to breath life into some other old out of print roleplaing games.
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Does what it needs to do without being a pain in the ass
There was some kerfuffle about the sheet having pronouns on it, but it's easy enough to ignore. and if you just can't ignore it, then answer yes to the AITA question
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REally enjoying the book. It's deep and rich but also just simple enough to allow for variation and adjuements to make your own stuff!
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I've picked up many other 5e adaptations for modern play and this one is truly a standout. A well written book with incredible art and solid mechanics. We haven't actually played yet but I'm looking forward to running an adventure using this wonderful book. Thanks Evil Genius!
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This is hardly the first attempt to adapt D&D rules to a modern setting, but it does one thing better than any other attempt that I've seen, and that's entertainment. All of the character classes were designed from the ground up to be "cinematic" characters, not realistic -- the perfect setting for adapting any television series, movie franchise, or cartoon. That makes this the most versatile D20 gamebook I've ever seen.
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