Review: Ultramodern4

Today I’ll be doing a review of one of my hands-down favorite products ever, and easily my favorite supplement for D&D 4th Edition I’ve seen. With this book and the core D&D books, you have suddenly cracked open 95% of all flavors of the possible action-adventure genres to play with.


Are you ready for a supplement that should and could have been a core gamebook?

The Game:

Ultramodern4 is a third-party supplement for D&D 4th edition, but before you start waving splatbooks angrily at me, take another look: this sucker is something like 300 pages long, and chock-full of mechanical details. It reads like one of the core 4e books, something halfway between a Player Handbook and the DM Guide with a small dozen pages or so of monsters in the 4e block format. RPGNow lists the following possibilities for genres to explore:

  • Cyberpunk
  • Espionage
  • Modern warfare
  • Space opera
  • Technofantasy
  • Urban fantasy
  • Wild west, with or without aliens

While not wrong, this list vastly understates the breadth of what you can do with this supplement book.

Continue reading


Looking back at D&D 4e, Part 3

Sorry for the delay in finishing this section up; I’ve started a new job, and while exciting and engaging, it has siphoned away an unexpected great deal of my free time.

This is the final post covering the legacy (Thus far) of D&D 4th Edition, as covered in my two previous posts on 4e in general and the books released for 4e. Finishing with this, and I’ll hopefully be able to release more posts with more free games and reviews in the near future.

Continue reading

Tangent: Exploding Dice and Unlikely Occurances

Something I really enjoy in games is the chance that, under perfect circumstances and/or with a perfect roll, the underdog model or player character or what have you can overcome impossible odds and make the shot, 1-hit-kill the enormous dragon, dodge what should have been a point-blank shot, etc. I also like it when the trope is flipped on it’s head, where there’s a chance to fail so spectacularly that everything is ruined utterly and completely, if you roll/plan badly enough.


A good example of this is exploding dice mechanics, and for this example I’ll use Mantic’s Deadzone. Deadzone uses d8s, and on a roll of 8, you keep the 8 and roll another die. This means with an absurdly good string of luck, one can roll a huge number of successes, enabling a model that might normally never have a chance in hell against a target have a remote chance of actually damaging it or taking it down completely.

Continue reading