Basic classes 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 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: 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 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 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 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 ==