Är det några större skillnader mellan Spycraft och D20 Modern?
Ja. Spycraft är tematiskt och Modern är generiskt. Detta genomsyrar reglerna. CoC d20 ligger mittemellan tematiskt/generiskt. SW d20 har jag inte läst.
Grundmekaniken är samma i alla (doh) men Spycraft har mer action i sitt stridssystem och har inte samma behov av golvplaner (AoO är borta exvis). Klasserna är agentiga (Faceman, Pointman, Snoop, Soldier, Wheelman, Fixer) och "raserna" var olika avdelningar man jobbade för (allt från Black Ops, Wetworks till Computer Espionage och Power Brokerage).
Här följer en lista över de väsentliga skillnaderna (Wikipedia):
Spycraft 1.0
Spycraft 1.0 is based on the d20 system, incorporating a few changes to give more of a modern-day feel.
* The system used the Vitality/Wound Point system first introduced in the Star Wars d20 RPG.
* Characters gained both a Defense and Initiative bonus which improved with their character levels, while armor instead adds damage resistance rather than add to defense (Armor Class).
* Modern day skills like Computers and Electronics were added to the skill list. Characters in Spycraft can also critically succeed or critically fail at skill checks.
* A system for resolving high-speed chases was included in the main rulebook (and expanded somewhat in later supplements). The system involves both sides of the chase picking maneuvers with specific game effects and then rolling a contest of skill to determine which takes effect.
* Characters kept a certain amount of personal gear, but the gear would be replaced by the Agency the characters worked for when lost. Characters also received additional gear for each mission based on the threat level code of the mission (White, Yellow, Red, or Black).
* Characters received a number of "Action Dice" based on their character level (and feat selection) for each play session. These Action Dice would be used during play to add to die rolls or to activate a critical success (or critical failure on the part of your opponents). The Game Control (Spycraft's term for a Game Master) also received a number of Action Dice to use for his NPCs, and could award the players (and himself) additional Action Dice for particularly good play.
Spycraft v2 är en enorm uppdatering och ett helt annat spel är v1. Dock tycker jag att v1 är bättre på att vara agentigt, medan v2 är bättre på att vara ett mer generiskt spel, en utmanare till Modern. Dock med ett grundtema i modern action/thriller. Det kanske mest innovativa är dess subsystem för Dramatic Conflicts, som i princip är minispel i sig själva (med kort och hela balunsen). Exempel på Dramatic Conflicts är förförelse, manhunts, hjärntvätt, infiltration och jakter.
Här kommer en lista över v2.
Spycraft 2.0
Spycraft 2.0 took these changes a step further and removed the game far enough from its d20 origins that it was able to serve as a stand-alone book. A copy of the Players Handbook, or similar sourcebooks, is not required to play Spycraft 2.0. There were also numerous changes from Spycraft 1.0, such as:
* New character options, including Wealth and Interests help flesh out characters more effectively.
* The introduction of plug-and-play modifications called Campaign Qualities that allow characters to advance in some skills and abilities faster at the expense of others that slow down by the same rate. Other Campaign Qualities have more general effects like setting the game in a specific time period, or making combat more dangerous than it already is.
* Each character chooses an Origin at character creation. Unlike DnD's Race mechanic and Spycraft 1.0's Departments, Origins consist of two parts which allow players to choose an almost unending variety of character benefits and detriments.
* The skills system has been largely reworked. The d20 System skill list has been replaced by a new list, and each skill has a variety of codified checks that that skill can perform. The skills rules more rigorously detail matters that were often left to group contract in other d20 System games.
* A re-designed gear system that simplifies one of the more unwieldy parts of Spycraft 1.0. Budget and Gear Points have been replaced with a number of Gear Picks based on a characters class. Though apparently more complex than its predecessor, gearing up supposedly become much easier. Gadgets can now be designed with others, with a simple set of rules to guide you through the process.
* Vehicular chases have been expanded into a new rules mechanic called Dramatic Conflicts. The one system covers chases, seduction, hacking and other suitably dramatic events.
* Mission and NPC have been redesigned, and are now crafted to give a set amount of xp based on their ability instead of using Challenge Ratings. As well, it is presumably a relatively simple exercise to create a mission.