There are a number of D20 systems out there, and it is getting a bit confusing. Some systems, like Deadlands D20 and 3rd Edition D&D, are apparently eminently compatible so that you can throw an element from one into another game. Others, like Mutants and Masterminds, are quite a bit different.
I thought it might be helpful to have a thread sorting out the D20 worlds landscape, discussing the advantages and disadvantages, and whether features from one system can be easily transplanted into another (e.g., using Deadlands classes in a Star Wars game, or using Cthulhu monsters in a D&D game.)
Off the top of my head, I can think of the following D20 systems:
Dungeons & Dragons 3.x almost definitely has the most stuff published for it. It is a bit complicated because there’s a 3.0, a 3.5, and I guess a 3.75 now. But at least for 3.0/3.5, I’ve been converting on the fly—very little has changed. I’ve not yet studied Pathfinder, but I would not expect it to be a radical departure from 3.5.
Star Wars D20 A major difference in the STar Wars game is probably the system of Wounds and Vitality. I don’t have enough experience to say what else is different, besides obviously the classes and technology. The ideas are still the same.
D20 Modern An annoying system designed for the modern era, but with D20 Future and D20 Past supplements. What I don’t like about D20 Modern is that the base classes are IMHO lame ("Strong Hero”? Give me a break!) and that advanced classes are necessary. But it is a popular system, and once I figured it out, I suppose advanced classes are easier to generate than D&D prestige classes, and so it may be a bit easier to generate a new D20 Modern setting than it is to generate a new D&D setting with modern technology.
Deadlands D20 and Masque of the Red Death are adaptations of D20 rules to 19th Century technology. They are both very similar to Dungeons and Dragons, essentially creating new classes for the modern era. The company that publishes Deadlands also publishes Wierd War II adapting D20 to World War II, and Hell On Earth, adapting D20 to a post-apocalyptic world.
BESM D20 This is designed to allow Dungeons and Dragons or D20 classes and monsters to be incorporated with a minimum of effort, although the combat system is radically different to emphasis the kind of one-on-one combat found in anime cartoons. This makes many D&D feats inapplicable. It looks like a good system, and I have ideas for a science fiction campaign based on this ruleset. I’ve also incorporated a stripped-down version of their character points system for my Dungeons and Dragons game.
Mutants and Masterminds A very radical change for this game is that there are no classes, and levels are really optional. I haven’t tried it yet, but after finding out that the Hero System rulebook costs fifty bucks, I’ve been considering using it for a supers game.
Cthulhu D20 This system basically tells the players to roll their own class by choosing whether to concentrate on attack or skills, and decide which skills are class skills. Characters made in Cthulhu D20 will be considerably weaker than characters made in other systems. The monsters can easily be dropped into Dungeons and Dragons games, and I’ve found that the rules for guns also work very well in a D&D game.
True D20 I don’t know much about this game system. I think it is the system used with Mongoose Publishing’s OGL Ancients and other such offerings.
D20 Advanced I would not forget Jackelope King’s brainchild. I haven’t looked at it, although I will certainly have to some time.
The D20 world is getting to be a complicated one. I count 10 variants, considering Deadlands and Masque of the Red Death to be separate variants, since they are put out by separate publishers with probably no coordination between them or consideration to make these two compatible with each other.