| Kolokotroni |
xorial wrote:My main concern would be: Can you dump an LA SWAT team into a PFRPG dungeon & not have to ad lib most of it to work. Those situations would be what I would like to know before I could really consider monetary support. I want the rules to be interchangeable in the right type of setting.This is the sort of thing I'd be interested in as well. The original d20 Modern had such a completely different power level from D&D that you had to do a lot of work to mix the two.
This is indeed one of my highest hopes for this. I have always wanted to run a game based on the world of Stephen King's Dark Tower, but there has never been a system that for me at least, adequately combined magic, ancient/medieval , and modern/historical/futuristic elements in order to run such a game.
| Matthew Shelton |
I would *love* to see an update of D20 Modern, whether it's up to "3.5" level or as refined as D&D Pathfinder.
My only request would be to forgo the ability-based classes in favor of generic classes representing timeless archetypes that would fit into any time period or genre.
Last year I was working on an aborted d20-based post-apocalyptic campaign. Instead of these classes, I had my own classes designed as expressions of what might allow a given character to survive a post-nuclear world.
Enforcers - these characters survive by being willing to take lives without hesitation. Soldiers, assassins, bodyguards, policemen, guerilla fighters.
Gurus - these characters survive by being able to trade on rare and invaluable technical knowledge and intellect. Scientists, researchers, professors, and possibly FX-users.
Chosen - these characters survive by sheer dumb luck, or perhaps by divine intervention. (This class went along with game mechanics that allowed for varying bonuses to tasks they attempted.) While all survivors of a species-decimating apocalypse can count themselves lucky to some degree, the Chosen have that luck in spades.
Leaders - these characters survive by being charismatic, experts in human psychology, talented negotiators. Politicians, warlords, ambassadors, nobility & royalty, celebrities, clergy.
Hermits - these characters survive by living off the land (whether it's in an urban or rural environment); a sort of hybrid of Enforcers and Gurus. Survivalists, rangers, mountain men, hunters, sailors, secret agents, cultists.
Workers - these characters survive not because they have anything special to offer, but only because they have the health, stamina and strength to perform useful unspecialized labor. Most non-adventuring NPCS would fall into this category.
The lack of a single "rogue-like" class was deliberate; You might say each class reflects a different face of the classical rogue-like archetype... in this world, every character had to be a rogue in their own special way in order to survive.
I expect in a d20 Modern revamp, similar logic could prevail.
brock
|
My only request would be to forgo the ability-based classes in favor of generic classes representing timeless archetypes that would fit into any time period or genre.
I agree about the 'timeless' part - I'd like the game to support everything from past to far future. I do however have a fondness for the ability classes. I wonder, would it be possible to have both in the game as options?
| Kolokotroni |
Matthew Shelton wrote:I agree about the 'timeless' part - I'd like the game to support everything from past to far future. I do however have a fondness for the ability classes. I wonder, would it be possible to have both in the game as options?
My only request would be to forgo the ability-based classes in favor of generic classes representing timeless archetypes that would fit into any time period or genre.
It does seem that the ability based classes are a selling point for some and a sticking point for others. Including both may be a way to insure that the most possible support is available for the product.
Mosaic
|
Matthew Shelton wrote:It does seem that the ability based classes are a selling point for some and a sticking point for others. Including both may be a way to insure that the most possible support is available for the product.
My only request would be to forgo the ability-based classes in favor of generic classes representing timeless archetypes that would fit into any time period or genre.
I'd like to see regular classes, a la Pathfinder, in a modern product to allow easier mixing. I always thought the ability-based stuff made more sense as a race-template than as a class, especially in a campaign where everyone is human. So you'd have a "quick human," a "strong human," a "smart human," etc. You'd get an ability bonus and maybe a few flavor abilities, maybe even some abilities that progressed as you leveled up. I know it'd be pretty cliche to be a "quick human rogue," or a "strong human fighter," but is that any different from someone playing a halfling rogue or a half-orc fighter? ANyway, just a thought.
brock
|
Kolokotroni wrote:I'd like to see regular classes, a la Pathfinder, in a modern product to allow easier mixing. I always thought the ability-based stuff made more sense as a race-template than as a class, especially in a campaign where everyone is human. So you'd have a "quick human," a "strong human," a "smart human," etc. You'd get an ability bonus and maybe a few flavor abilities, maybe even some abilities that progressed as you leveled up. I know it'd be pretty cliche to be a "quick human rogue," or a "strong human fighter," but is that any different from someone playing a halfling rogue or a half-orc fighter? ANyway, just a thought.Matthew Shelton wrote:It does seem that the ability based classes are a selling point for some and a sticking point for others. Including both may be a way to insure that the most possible support is available for the product.
My only request would be to forgo the ability-based classes in favor of generic classes representing timeless archetypes that would fit into any time period or genre.
That thought could very well have some milage in it as a design decision. Nice thinking.
Although human is by far the most important race to get started with, I think that the system would have to support the use of other races as equals to humans. I know a lot of modern players like to play other humanoids.
| Tom_Kalbfus |
I have a suggestion for a future Pathfinder expansion, its my idea, so my suggested name for it is Pathfinder SF, it uses the rules for Pathfinder but applies them to a Science Fiction setting. All that really needs to be done is to add a bunch of Science Fiction character classes, Release a Pathfinder SF Beastiary and list the additional science fiction equipment items. I think the gaming mechanics could be identical to Pathfinder core.
I wasn't particularly thrilled with d20 Future. I think the core characters classes named after the ability scores they featured were a bit one-dimensional. A better example to follow, would be the Traveller T20 game, but that's geared towards a very specific setting. In the process of creating a D20 game for the Traveller setting, they created a list of character classes, modeled after Traveller Careers, turns out this is pretty "D&Dish" with the exception that they made some of the weapons excessively deadly to compensate. The list of SF character classes I'd include would be Barbarian, Engineer, Merchant, Noble, Rogue, Scout, Mercenary, and Scientist.
| Tom_Kalbfus |
The class Scientist would include medical Doctors MDs, it would include Detectives, any thing that is investigative in nature. Basically what scientists do at a very basic level is to solve a "mystery" to find ou the truth in the matter. A mystery could be about who killed whom, or it could be about who built those ancient ruins, or in the case of a medical doctor, its a matter of finding out what's wrong with the patient so he can be properly treated. The Scientist class is very broad and covers a lot of ground.
An Engineer is either someone who fixes things or someone who builds and/or maintains equipment. The classic "Scotty" of Star Trek is an example of the Engineer class.
A Mercenary is a Generic Fighter for the Science Fiction Setting, this class is built much like the classic Pathfinder Fighter Class, except his core skills, Feats, and abilities are geared towards a science fiction setting. In Modern Science Fiction, Dexterity is more important, though strength comes in handy too. Constitution is also important as endurance still matters on future battlefields.
Rogues are much like their Pathfinder Counterparts, although these are more technologically oriented, some are "space pirates" while others are what might be called "Hackers" they break into computer systems remotely, and they also author viruses and other programs to accomplish their objectives often illicitly. Lock picking is deemphasized in favor of more Geekish abilities.
Merchants are businessmen, they operate out of Starships, they are more like the Merchant Marine, ready for violence if necessary, but their main objective is profit, and to gain the compedative edge, they often operate in some very dangerous areas, that larger corporations typically shun.
Scouts are the equivalent of Rangers in the Standard Pathfinder game, their skills are oriented towards operating in wilderness areas and on backwater planets, their job is exploration. Some types of scouts are what might be termed "secret agents" their job is to find out things, sometimes is an unexplored planet, and sometimes its finding out about what the enemy is upto through classic infiltration techniques. Some scouts might be "Daniel Boone" types, while others might be more like "James Bond" but in a science fiction setting.
Nobles are basically adventurers that have a lot of money and resources, plus connections. I'm not sure if this justifies a seperate character class or not, but it seems to be a part of many Science Fiction settings.
Barbarians are barbarians, identical to the one's in Pathfinder, its a generic term for a primitive, typically stone age or perhaps with bronze or iron weapons, but they are basically uncivilized and tribal in nature.
greatamericanfolkhero
|
While I have a new system of choice for modern and future genres, I was a huge fan of d20 modern in general and your 3rd party stuff in specific (one of the few companies that had a blanket “allow” at my table). I wish you guys the best of luck in this and look forward to seeing what you guys come up with.
| Tom_Kalbfus |
I think classic science fiction ought to be kept seperate from Occult Modern Fantasy. D20 Modern is Occult Modern Fantasy, basically because a Modern setting is rather boring without adding in some magic, voodoo, and vampires. A futuristic "Spaceships and rayguns" is interesting enough without adding in the fantasy elements. After all, you don't expect to encounter Vampires and Werewolves in Star Trek.
The Modern Setting has none of that science fiction whiz bang stuff,so it needs a little something added to it. Typically demons, vamps, werewolves and other creatures that can pass for human some of the time.
| Kolokotroni |
I think classic science fiction ought to be kept seperate from Occult Modern Fantasy. D20 Modern is Occult Modern Fantasy, basically because a Modern setting is rather boring without adding in some magic, voodoo, and vampires. A futuristic "Spaceships and rayguns" is interesting enough without adding in the fantasy elements. After all, you don't expect to encounter Vampires and Werewolves in Star Trek.
The Modern Setting has none of that science fiction whiz bang stuff,so it needs a little something added to it. Typically demons, vamps, werewolves and other creatures that can pass for human some of the time.
i played several d20 modern games that lacked fantasy elements and they were quite fun. Espionage, politics and even one military game. You dont have to have vamps and werewolves to make a modern game. In fact d20 modern had such things as an add on, the standard rules were without it.
| Tom_Kalbfus |
... i played several d20 modern games that lacked fantasy elements and they were quite fun. Espionage, politics and even one military game. You dont have to have vamps and werewolves to make a modern game. In fact d20 modern had such things as an add on, the standard rules were without it.
The main drawback was that it was not fully compatible with Dungeons and Dragons. A D20 Modern character, for instance, has a Defense Rating instead of an Armor Class, and D20 Modern character classes had inherent Defense rating adjustments that increased with level, just like their Basic Attack Bonus. Dungeons and Dragons has no such thing and neither does Pathfinder. The Defense Rating accomodates the fact that most modern characters don't wear armor, so a rationale was cooked up to prevent high level characters from getting slaughtered in a hail of bullets, supposedly they improve their combat reflexes as they increase in level and the improved Defense Rating reflects their increased ability to dodge bullets.
If a futuristic Science Fiction setting, armor might again be common place, so therefore we would switch back to Armor Class again. My solution to resolve the Science Fiction vs Primitive Armor dillemma would be to have the Armor Ratings for non-magical Pathfinder Armor ranging from 1 to 10, while Pathfinder SF armor might have ARs from 11 to 20. Futuristic and Modern weapons would have an additional stat called the Penetration Factor or PF for short. If the PF for a Laser Rifle is 8, then that would negate most of classic Pathfinder Armor, the PF would be deducted from the opponent's armor class with a negative result resolved to 0 AR (that is the armor component of the opponent's armor class would be eliminated, but the Dexterity bonus would still apply. A Suit of Full Plate Male Armor would still be of some use, but the effective Armor Rating against a Laser Rifle would be 2 giving the opponent an armor class of 12 (assuming a 0 Dexterity modifier) against a character armed with a laser rifle. A futuristic suit of armor might have an Armor rating of 18, giving it an effective armor rating against a laser rifle of 10 and an armor class of 20 versus laser rifle toting opponents. A primitive with a sword can still hit if her rolls a natural 20 like always, or if he's of high enough level, or if the sword has a magic bonus and so forth.
Armor doesn't play much of a role in a Modern Setting, so a different set of rules may apply here. I kind of like rules that are adaptable for multiple generes, so I can import a fantasy character to a science fiction setting without having to undergoe a conversion process.
Wizards likes to get creative in their game systems, sometimes too creative in my opinion, they like one set of rules for one setting and another for modern, but I like a set of future rules and fantasy ones that mesh well so that characters from one setting can be imported to another without conversion, just use the stats as is, and in a futuristic setting this can represent people from primitive worlds.
One of the reasons I like Pathfinder is that I'm a bit of a "conservative", wizards is always trying new things and constantly tinkering with their rules and adding new editions. I have most of the 3.5 rules in my head, and Pathfinder is mostly the same with a few modifiers. I tried playing 4.0 once, and the play slowed to a craw because most of the character classes were new, and I had to flip back and forth from page to page and look things up to see what various character classes could do, and the range of monsters and spells was much narrower. D&D just keeps getting bigger and more cumbersome all the time, its hard to keep up.
| William Timmins |
My thoughts:
medieval armor doesn't work against firearms (or provides, maybe, DR 1)
Classes have bonuses to Dex for the purposes of AC; that is, you don't want to wear cumbersome armor even more, and you have a scaling bonus against threats.
But, hey, if you're going to be in a knife fight, maybe that chainmail will help ya!
| xorial |
Kolokotroni wrote:... i played several d20 modern games that lacked fantasy elements and they were quite fun. Espionage, politics and even one military game. You dont have to have vamps and werewolves to make a modern game. In fact d20 modern had such things as an add on, the standard rules were without it.The main drawback was that it was not fully compatible with Dungeons and Dragons. A D20 Modern character, for instance, has a Defense Rating instead of an Armor Class, and D20 Modern character classes had inherent Defense rating adjustments that increased with level, just like their Basic Attack Bonus. Dungeons and Dragons has no such thing and neither does Pathfinder. The Defense Rating accomodates the fact that most modern characters don't wear armor, so a rationale was cooked up to prevent high level characters from getting slaughtered in a hail of bullets, supposedly they improve their combat reflexes as they increase in level and the improved Defense Rating reflects their increased ability to dodge bullets.
If a futuristic Science Fiction setting, armor might again be common place, so therefore we would switch back to Armor Class again. My solution to resolve the Science Fiction vs Primitive Armor dillemma would be to have the Armor Ratings for non-magical Pathfinder Armor ranging from 1 to 10, while Pathfinder SF armor might have ARs from 11 to 20. Futuristic and Modern weapons would have an additional stat called the Penetration Factor or PF for short. If the PF for a Laser Rifle is 8, then that would negate most of classic Pathfinder Armor, the PF would be deducted from the opponent's armor class with a negative result resolved to 0 AR (that is the armor component of the opponent's armor class would be eliminated, but the Dexterity bonus would still apply. A Suit of Full Plate Male Armor would still be of some use, but the effective Armor Rating against a Laser Rifle would be 2 giving the opponent an armor class of 12 (assuming a 0 Dexterity modifier) against a character armed with...
Armor is playing a much bigger part than people give it credit for in the modern world. Soldiers are wearing extensive armor systems. Cops without body armor are fewer & fewer, even in small town America. Crooks are deciding body armor is smart. I can see sticking with Armor Class for a modern game, because the Heroes are the smarter ones buying body armor. No, the average citizen isn't wearing it, but the average commoner didn't either. I am fine with unarmored characters, even high level one, getting their butts shot full of holes. Too many times firearms are gimped in d20 games. Not so much because they can't be statted right, but to keep swords & bows viable options. The old saying is, "Don't bring a knife to a gun fight."
Basic d20 Modern pistol 2d6 crit x2
My d20 Modern Pistol 2d6 crit 18-20 x3
Hollow Point rounds 3d6 crit 15-20 x3
Over penetrating bullets 2d6 crit x3
Nastiness for sure, but guns are no joke. If they were the pansy things in most stats, then we really would still be using swords.
| Tom_Kalbfus |
My thoughts:
medieval armor doesn't work against firearms (or provides, maybe, DR 1)Classes have bonuses to Dex for the purposes of AC; that is, you don't want to wear cumbersome armor even more, and you have a scaling bonus against threats.
But, hey, if you're going to be in a knife fight, maybe that chainmail will help ya!
Thing is, what if you have a Knight in a suit of full plate armor and his opponent fires a laser gun at him, the GM forgets that the armor the Knight is wearing is medeaval and tells the laser gun toting opponent to roll against the Knight's armor class of 20 and the guy with the laser gun misses, then the Knight runs up and kills the opponent with his long sword, then the GM says, "Hey wait a minute! Actually your opponent hit and you are dead, I think, what number did he roll with the d20 again? I can't quite remember."
I prefer a mechanic that's applied universally through out so the PF is deducted from all types of armor, including futuristic ones, while medeaval weapons have a PF of 0 be default, some muskets might have a PF of 4, modern weapons range from 5 to 6 while futuristic weapons go from 7 to 10. If the GM gets used to applying PF in all combat, he would be less likely to make that mistake above, as he has all sorts of things to keep track of with all the NPCs he controls.
| William Timmins |
I dunno, people deal with ranged touch vs. regular ranged attacks already.
And, as Xorial points out, armor in a modern game generally WILL be resistant to bullets. So, 99% of the time, AC = normal.
In a modern game there should be more provision for dodge bonuses primarily because modern games will typically be a lot less accepting of folks wandering around in body armor. (With the exception of war or post-holocaust scenarios)
| Tom_Kalbfus |
Thinking about it, I think the cleanest way to do it would be to treat firearms as ranged touch attacks and ballistic armor as bonus to touch attacks when shot at.
So:
AC: 16, touch: 14, FF: 12 (leather +2, Dex +4)
Ballistic: 18 (ballistic plates/armor +4)
So you want to go the Alternity route with multiple armor classes? Alternity wasn't exactly like this, what it had was different sets of damage reduction dice for different attack forms. Alternity classified attacks into three categories: Low Impact, High Empact, and Energy weapons. Hits from arrows and swords, and fists.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
So you want to go the Alternity route with multiple armor classes? Alternity wasn't exactly like this, what it had was different sets of damage reduction dice for different attack forms. Alternity classified attacks into three categories: Low Impact, High Empact, and Energy weapons. Hits from arrows and swords, and fists.
In Alternity, armor also came with three different damage protection values, i.e., how well it stood up against Low-Impact damage from man-powered melee or ranged weapons, High-Impact damage from ballistic weapons, and Energy damage from high-tech weaponry (both ranged and melee) which depended on energy attacks.
In addition, Alternity also recognized that some weapons had greater Firepower than others and automatically increased their damage code up one category in lethality. Most weapons came with three different damage codes, too...so you could determine how much damage it would do on an Ordinary, Good, or Amazing hit. So, it had a lot more complexity to it. I'm not sure you could fully duplicate everything from Alternity in a Pathfinder version of a modern or sci-fi game. But, there are certainly some design elements that could be borrowed. Most specifically, the differing armor values vs. different types of attacks.
But that's just my two-cents,
--Neil (a long-time Alternity fan)
| xorial |
If something new is added to armor values, I think it needs to be easily explained that it is a quality of modern armor. That way it isn't a stat that you have to add to regular PF character sheets if you run a cross over. That was the problem with the dodge bonuses to defense in d20 Modern. People playing D&D would wonder why they didn't get them. The you had a nightmare of adding those stats to any D&D monster you wanted to use in the modern world.
The problems I have had with modern & scifi armors was an author describing them as so awesome & able to take on heavy weapons. Then you have a guy in powered assault armor taken down by a handgun, which in the fluff shouldn't even scratch the armor. I just started adding DR to modern/future armors, where appropriate. Not changing the AC bonus, just adding to. That way a powered armor suit could still be AC9, like full plate, but have a DR 10 or DR 20. Harsh DR, but in the setting AP rounds would penetrate DR.
| Tom_Kalbfus |
If something new is added to armor values, I think it needs to be easily explained that it is a quality of modern armor. That way it isn't a stat that you have to add to regular PF character sheets if you run a cross over. That was the problem with the dodge bonuses to defense in d20 Modern. People playing D&D would wonder why they didn't get them. The you had a nightmare of adding those stats to any D&D monster you wanted to use in the modern world.
The problems I have had with modern & scifi armors was an author describing them as so awesome & able to take on heavy weapons. Then you have a guy in powered assault armor taken down by a handgun, which in the fluff shouldn't even scratch the armor. I just started adding DR to modern/future armors, where appropriate. Not changing the AC bonus, just adding to. That way a powered armor suit could still be AC9, like full plate, but have a DR 10 or DR 20. Harsh DR, but in the setting AP rounds would penetrate DR.
I believe in keeping it simple. I think a Pathfinder Future or SF product should be backwards compatible with regular Pathfinder. Perhaps there should be three Defense Stats.
You have AC (Armor Class) for low impact weapons, these are melee weapons plus projectile weapons where you can see the projectiles move from the weapon to the target, you can see an arrow in mid-flight when shot from a bow, and one can therefore dodge them, you thus add your dexterity bonus as part of your AC.
The second stat I woulkd call BP (Ballistic Protection) this would be high impact projectiles that move so fast that your eyes can't follow them in mid flight, typically these are bullets fired from guns, its not really possible to dodge a bullet, so your Dexterity bonus is not part of this score, perhaps at close range if you see the enemy pointing a gun at you, you could dive for cover before he pulls the trigger, but once the trigger is pulled, its only a matter of how well he sees you and how good his aim is that determines whether he hits or misses. The typical armor protection against bullets is ballistic cloth, which spreads the energy of impact over a broad area making the bullets less likely to penetrate into your body.
The Third Stat is En (Energy Weapons), this is your armor protection against lasers, heat rays, and flame throwers. lasers don't penetrate, they burn a hole through their targets, there are two methods to protect against energy weapon attacks, one is abative armor, the other is ceramic armor. Abative armor is similar to the heat shields of the old Apollo space capsules, they ablate dissapating the heat of the energy attack, the other type is ceramic armor, which simply absorbs the heat of an anergy attack the way the space shuttle tiles do with the heat or reentry.
If one of these stats is not listed on a character sheet, then attacks on the character by that form is assumed to be a touch attack. touch attacks with bullets or lasers don't get Dexterity modifiers added to their defenses unless the attacks occur at close range.
| Lord Fyre RPG Superstar 2009 Top 32 |
I am not a modern role play kind of guy. Sci Fi maybe
Science Fiction is a pretty broad catagory, ranging from futuristic Space Opera to gritty Cyberpunk social commentary to relatively realistic Jules Verne stuff.
Making a Pathfinder Science Fiction RPG is not quite so easy without further refining the setting(s) intended. :(
That said - something Space Opera-ish could be awesome!
| Tom_Kalbfus |
MerrikCale wrote:I am not a modern role play kind of guy. Sci Fi maybeScience Fiction is a pretty broad catagory, ranging from futuristic Space Opera to gritty Cyberpunk social commentary to relatively realistic Jules Verne stuff.
Making a Pathfinder Science Fiction RPG is not quite so easy without further refining the setting(s) intended. :(
That said - something Space Opera-ish could be awesome!
Basically I like a Hard Space Opera, basically its a society that resembles our own in many ways but with science fiction elements added in much the same way as Pathfinder resembles a Medeaval society with magic and monsters added.
I like space ships with faster than light drives, personal laser weapons, robots, computers, aliens, miraculous medicine. Society and culture is analogous to our own with those elements added in, people still go to work and so forth.
Society is interstellar, and most nations control more than one star system, this leads to the requirement for spaceships with FTL drives.
. I prefer self-contained FTL drives that are part of the space ship.
. I prefer FTL drives that can't be used all the time, that certain conditions must be met before activating them. A certain distance must be achieved from large gravitational bodies, this means that most in-system travel is slower than light.
. The power plants for the spaceships would be matter converters, they basically convert small amounts of matter into energy, the fuel they consume is hydrogen, as consuming that fuel produces the least amount or radiation and thus can be shielded most effectively in a light weigh spacecraft.
(The matter conversion process is aided by the creation of a tiny artificial black hole within a power plant that's force fed protons from the hydrogen, and radiates away Hawkings radiation. The black hole if it escapes quickly explodes and ceases to exist, the explosion is not all that titanic as the black hole has relatively little mass and is smaller than an atom, it can destroy a starship though if not properly ejected. A new black hole is created everytime the starship's engines are powered up.)
. I like hand held laser weapons, as they are a traditional staple of this setting.
. Robots have a place, but they don't dominate the setting.
. Computers and computer programs have a place, but they too don't dominate the setting either.
. This is not cyberpunk, though people with artificial appendages do exist, but typically most new body parts can be grown, artificial replacements are usually only temporary stop gap measures. Certain characters might prefer to be cyborgs as it would give them physical advantage over other people, but most people in this society are repelled by this notion and would rather have natural, limbs and arms.
. Aliens are fairly common place and routinely interact with humans and robots, generally they are only a little more advanced or less advanced than humans, and most aliens are typically of small, medium, or large sizes and can typically fit within the corridors of most spaceships and space stations.
| Uchawi |
I would use different damage resistances (based on material used) similar to what is used in pathfinder. This seems to be the best match with modern armors, while still keeping armor classes relative. For instance, you can have cloth that reflects laser blasts, but you will get hit all the time. The difference is what hits you.
This will take into account touch attacks, etc.
You should also implement a timeline, where PF modern can be played in the old west, bablyon 5, star wars, etc. The only difference is better technology and materials (like spell progression).
| Boxy310 |
I've always wondered what alternative interpretations people have about robots. I'd love to see robots constantly having existential crises -- "But if all I am is a bunch of bits of information floating around in a neural network, how am I to know whether any of this at all is true? I mean, I could actually be a brain floating in a jar! Or maybe I'm just part of some virtual reality simulation! Do you know how this all makes me feel, bursting into consciousness in pieces on a lab table?!"
| Tom_Kalbfus |
| 1 person marked this as a favorite. |
I would use different damage resistances (based on material used) similar to what is used in pathfinder. This seems to be the best match with modern armors, while still keeping armor classes relative. For instance, you can have cloth that reflects laser blasts, but you will get hit all the time. The difference is what hits you.
This will take into account touch attacks, etc.
You should also implement a timeline, where PF modern can be played in the old west, bablyon 5, star wars, etc. The only difference is better technology and materials (like spell progression).
A timeline?
Roman Terra ------------------------------- Dates ----------- Earth
First Republic ------------------------------ 1500 BC - 1044 BC Bronze Age
First Imperium ----------------------------- 1044 BC - 501 BC Bronze Age
Second Republic ---------------------------- 500 BC - 500 AD Classical Age
Second Republic (Gunpowder Age) ------------- 501-699 AD Middle Ages
Second Republic (Age of Reason) -------------- 700 - 799 AD Middle Ages
Second Republic (Early Industrial Era) ----------- 800 - 899 AD Middle Ages
Second Republic (Age of Chaos/Late Indistrial Era) 900 - 969 AD Middle Ages
Second Imperium (Information Era) ------------ 970 - 1019 AD Middle Ages
Second Imperium (Interplanetary Era) --------- 1020 - 1079 AD Middle Ages
Second Imperium (Interstellar Era) ----------- 1080 - 1500 AD Middle Ages
The Long Night (Interstellar Era) ------------- 1501-1699 AD Gunpowder Age
Third Imperium (Interstellar Era) ------------- 1700-1799 AD Age of Reason
Third Imperium (Interstellar Era) ------------- 1800-1899 AD Early Industrial Era
Third Imperium (Interstellar Era) ------------- 1900-1969 AD Late Industrial Era
Third Imperium (Interstellar Era) ------------- 1970-2019 AD Information Age
Third Imperium (Interstellar Era) ------------- 2020-2079 AD Interplanetary Age
Third Imperium (Interstellar Era) ------------- 2080-2150 AD Interstellar Age (Age of Contact)
The plot is that an Earth from an alternate reality is tranferred to our Universe and 1000 years back in time. This Alternate Earth we refer to as Terra, what the Romans call Earth, the stars in their skies appear to change patterns at around 1500 BC in our dating system or 500 BC from the classical Greek/Roman perspective, the Greeks and Romans simply draw new constellations to match the new patterns in the sky they found there. The planets of Earth's Solar System are also duplicated.
The main departure from our timeline after the transfer occures shortly after the founding of the Roman Empire after the Chaos of Julius Caesar's assassination and the Roman Civil War. Christianity fails to make an appearance and the various other cults fail to make their inroads so Roman Paganism continues. A progressive Emperor appears, makes reforms and establishes the Second Roman Republic.
The Second Roman Republic continues and spreads across the globe as commerical ties are established throughout Roman Terra, this Second Republic reaches its height at the technologiucal equivalent of their 20th century, and then an economic collapse occurs, various agitators plot revolution and a General crushes the rebellion and establishes the Second Imperium.
The Second Imperium Spreads to the stars for a few centuries then collapses at around 1500 AD in our dating system, varous secondary human empires and republics are established throughout space in this time.
At around 1700 AD a New Emperor from Terra establishes the Third Imperium and conquers some of the old sucessor states from the Second Imperium but not all of them. This Third Imperium then expands to new territory not conquered before by the Second Imperium, and by 2080, they reach Earth. The conquest of Earth is relatively quick and bloodless, as Earth is still divided up among many nations, and certain technologies the Third Imperium employs are way in advance of Earth's nations.
The Era of occupation is also Earth's Interstellar Era. Some Earth people are not happy with the new arrangement the Imperium has imposed on them, so they quietly plot rebellion.
| Matthew Shelton |
Let me first say that I don't believe we should copy Alternity's three-code damage stats for weapons. We should avoid thinking of melee weapons as "normal" or "baseline" with firearms and DEWs being elite. Rather, we should look at ballistic weapons as being the norm; think of arrows, swords, clubs, as slower moving but more massive 'bullets,' with the futuristic energy weapons acting as faster-moving 'bullets' with zero (or very little) mass.
However, I liked the approach of using DR for armor protectiveness, though I think armor class should 'have a say' as well. A set of armor should give a defense bonus to represent the amount of cover they give to the wearer: a full suit should protect more than a half-suit, and a half-suit better than a shirt, and a shirt better than a vest, etc. The armor's DR depends on the armor's construction material and reduces damage from attacks that strike it.
Mechanically, a character would track four values: their Defense scoure (equal to normal AC), their Touch score (equal to touch AC), their armor's DR, and also CMD.
There would be three possible results for any attack rather than simply doing the binary wargame-like "hit-or-miss" method.
Miss: If the attack roll doesn't make your Touch score, it's a complete miss altogether--no damage is dealt.
Hit: If the attack roll defeats your Touch score but NOT your Defense score, your armor's DR applies, absorbing some or all of the damage. Some armors might have the special quality of converting lethal damage to nonlethal (for example kevlar vs. weapons dealing ballistic damage) while force-field armor could do something similar against energy damage.
Wound: If the attack roll defeats your Touch AND Defense scores, your armor's DR doesn't apply, and you take the attack's full damage.
Of course, a natural 20 will always hit, though it may not auto-Wound if the attack roll does not defeat the Defense.
In other words--
The Defense bonus might be +1 to +4 for minor cover or combinations of the following (helmets, bracers, pauldrons, greaves, etc.), while moderate cover would range from +5 to +8 for moderate cover (vests, shirts, aprons, etc.), while suits that cover most or all of the body would have Defense bonuses of +9 or better with no limit (technically +infinity, but 100% coverage could be designated as de jure +20 with the same results).
For example, a full suit of leather with a Dex of 18 would give a Defense of 34 (10+20+4) and Touch of 14 (not including any level-based Defense bonus). That may seem like a huge Defense score, but the effect is merely that the damage from any hits taken would be subject to DR in the vast majority of situations, but the 2 DR of leather would not help very much against significant damage. Conversely a breastplate made of futuristic carbon nanotubes might have a huge DR but low Defense. You will take full damage a lot wearing it, but when the armor does come into play, your DR will soak it all.
Your ideal set of armor, then, would be a high-Defense, high-DR armor. i.e. your classic "space marine" powered armor.
As an aside I also house-ruled grenade-like area attacks to account for armor-- A grenade attack required the attack roll vs. AC 10 to also hit each victim's AC in the AOE to do "the other half" of the damage. So if you made your Reflex save AND your AC was better than the attacker's d20 roll, you took no damage; if your AC didn't make it XOR if your Reflex save failed, you took half. If you failed in both, you took the full damage. Also, the Evasion talent for Fast Heroes would apply as appropriate, making the AC check superfluous on a successful Reflex save.
Lastly, I suppose AOE energy attacks (such as flamethrowers) ought to grant an equipment-based attack bonus because of their tendency to engulf their targets, which would be balanced by having their damage reduced because of its being distributed over so much of an area.
| Tom_Kalbfus |
What's important for me, is that we don't create a whole new game for Modern and Future RPG, I'd much rather it be a part of the Pathfinder RPG as a supplementary rules addition rather than redoing how hit and miss and damage is assigned. Armor Class is a statistical treatment reflecting the toughness of the armor, but instead of absorbing damage directly, it makes you hit less often, this is the way Pathfinder does it, and I would like to make any future rules supplment compatible with Pathfinder so that it is part of the Pathfinder rules, not a seperate RPG. I'll even throw in the Dexterity bonuses to the Bal and En scores.
So let me recap, and tell me how this sounds, we have three defensive scores AC, Bal, and En.
We also have Touch and Flat-footed. Touch disregards the Armor Adjustment, and Flat-Footed disregards the Dexterity bonus.
A suit of plate mail would have an AR of +8/0/0, a suit of ballistic cloth might have an AR of +4/+8/0, and a suit of ablative armor might have an AR of +4/+4/+8 for example. The balistic cloth might also be listed as +4/+8 leaving out the last entry if it is 0 for instance, and a suit of plate mail would normally be listed as juist +8.
Armor Class would similarly be listed as 19/11/11 if one was wearing plate mail armor and had a dexterity bonus of +1 for example, the Balistic Cloth Armor Class for the same person would be 15/19/11, and the Ablative Armor would be listed as 15/15/19 for the same person. A touch attack would require a successful score of 11, and the flat-footed scores for each type of armor would be 18/10/10 for plate mail, 14/18/10 for ballistic cloth and 14/14/18 for ablative armor. Armor class values of the second or third category that are equivalent to touch attacks are normally not listed, unless they come before it. The order of Armor Class values are always thus: AC/Bal/En, if there is an En score that is not equivalent to the touch score then the Bal must be listed even if it is equivalent to touch, AC is always listed no matter what.
| Urizen |
What's important for me, is that we don't create a whole new game for Modern and Future RPG, I'd much rather it be a part of the Pathfinder RPG as a supplementary rules addition rather than redoing how hit and miss and damage is assigned. Armor Class is a statistical treatment reflecting the toughness of the armor, but instead of absorbing damage directly, it makes you hit less often, this is the way Pathfinder does it, and I would like to make any future rules supplment compatible with Pathfinder so that it is part of the Pathfinder rules, not a seperate RPG. I'll even throw in the Dexterity bonuses to the Bal and En scores.
Agreed wholeheartedly.
| Eric Jarman |
The problems I have had with modern & scifi armors was an author describing them as so awesome & able to take on heavy weapons. Then you have a guy in powered assault armor taken down by a handgun, which in the fluff shouldn't even scratch the armor. I just started adding DR to modern/future armors, where appropriate. Not changing the AC bonus, just adding to. That way a powered armor suit could still be AC9, like full plate, but have a DR 10 or DR 20. Harsh DR, but in the setting AP rounds would penetrate DR.
In my group, we treat powered armors as Animated Objects, which have hardness rather than DR, so it is effective even against most spell damage as well as weapons. So, if we imported guns into our (steampunk-ish fantasy) setting, AP rounds would be made of Adamantine, and just bypass the first 20 points of hardness, like normal. We also allow enchanting a powered armor as if it were regular armor, which boosts hardness and hit points as normal for an enchanted armor.
| Uchawi |
I agree keep the core mechanics as close to pathfinder as possible, but if you have advance rules for modern armor, weapons, etc. you may find fanatasy players buy the modern/sci-fi rule book as an extension of pre-existing rules. You can even have an advanced DR system per my previous post.
In regards to adding in helmets, bracers, chest pieces, etc. as additional armor, you should take a look at 1st edition oriental adventures, as different pieces added a little more to AC, but it wasn't abusive.
With a modern book along with the current core book, or advanced player guide, you can have fantasy, sci-fi, etc. intermingled.
In regards to timeline, just take a look at GURPS 3rd or 4th edition, in regards to how they break out technology levels. The key is not to develop a whole line of books to cover modern, post apocalyptic, space opera, etc. like the old D20 modern.
| Eric Jarman |
I agree keep the core mechanics as close to pathfinder as possible, but if you have advance rules for modern armor, weapons, etc. you may find fanatasy players buy the modern/sci-fi rule book as an extension of pre-existing rules. You can even have an advanced DR system per my previous post.
In regards to adding in helmets, bracers, chest pieces, etc. as additional armor, you should take a look at 1st edition oriental adventures, as different pieces added a little more to AC, but it wasn't abusive.
With a modern book along with the current core book, or advanced player guide, you can have fantasy, sci-fi, etc. intermingled.
In regards to timeline, just take a look at GURPS 3rd or 4th edition, in regards to how they break out technology levels. The key is not to develop a whole line of books to cover modern, post apocalyptic, space opera, etc. like the old D20 modern.
I like that idea. Instead of just making it an updated version of d20 Modern, make it an extention of Pathfinder to cover alternate time periods. You could even stretch that backwards to cover bronze age or stone age settings, as well as modern. (Who's up for hunting some dinosaurs with flint spears?)
| Eric Jarman |
However, I liked the approach of using DR for armor protectiveness, though I think armor class should 'have a say' as well. A set of armor should give a defense bonus to represent the amount of cover they give to the wearer: a full suit should protect more than a half-suit, and a half-suit better than a shirt, and a shirt better than a vest, etc. The armor's DR depends on the armor's construction material and reduces damage from attacks that strike it.Mechanically, a character would track four values: their Defense scoure (equal to normal AC), their Touch score (equal to touch AC), their armor's DR, and also CMD.
..................
I like the core of your idea, but how about this:
For defense you have your AC, and Touch AC. Armor always gives its Armor Bonus, and can grant DR or Hardness.
Melee, Ranged, or simple Ballistic weapons strike AC.
Armor Penetrating Ballistic or Energy weapons strike Touch AC.
DR protects from all physical attacks, but not Energy weapon attacks. Hardness protects you from Energy weapons as well. (Same rules as apply with magic.)
A modern basic kevlar vest would have a low to moderate Armor bonus, and grant DR x/piercing or bludgeoning. A Bullet Proof vest with armor plates might grant DR x/-. A blast suit might have a 0 or even negative Armor bonus (to reflect that you really can't move well in it), but would grant hardness, protecting you from almost anything (reflects protection from heat and concussion of an explosion - ie. Fire and Sonic damage).
| Kolokotroni |
I think this thread is getting a little off track. Though I am certain we all have lots of ideas of what we would like in a PF modern game, that is probably best expressed in the forums that will be created in association with the patronage project. After all the best part of a patronage project is how much we the patrons will be able to provide input.
But here in this thread I think we are best not going into specifics. General inquiries such as 'will you be using the stat based classes' is fine, because thats a general selling point that would positively or negatively influence your desire to be patron, but specifics on Armor, DR, weaponry or timeline are probably outside the scope of this thread, which is really just looking for general interest in such a project.
And alot of back and forth on what people want in terms of rules may squeeze out (read: cause to go unnoticed) the additional voices of support that are still creeping in from people who are just noticing the thread (which is the purpose in the first place).
| Uchawi |
Fair enough, my interest in such a product, would be any new rules would be an extension of existing rules for pathfinder core, including a timeline to differentiate technologies. If there are new rules, they should be backwards compatable, in regards to using them in a fantasy environment.
So instead of having advanced power weapons/armor/materials, you could substiture the appropriate magical element.
| Tom_Kalbfus |
I think a timeline should only go into historical periods, I think future technologies should be left vague, merely specifying which ones are more advanced and which are less advanced. Perhaps presented as a series of options. The idea is to keep the game generic, rather that specific and attached to a specific setting as is Traveller for instance. Though perhaps provide one or two campaign settings.
For example one setting could resemble Star Frontiers RPG, another setting might be a post-appocalyptic one, and third setting might be a venue for time travellers and would go up and down the timelines interacting with historical characters and enemy time agents. Yet another would be closer to Star Trek, or Traveller type campaigns.
| Tom_Kalbfus |
Star Frontiers:
Continuously accelerating starships
No artificial gravity
Requirement to reach 1% of speed of light before going FTL
Traveller:
Continously accelerating starships
artificial gravity
Requirement to reach 100 planetary diameters before going FTL
Star Trek:
Large Starships equipped with impulse engines and warp drives
Ships have cruise velocities that are either expressed as fractions of the speed of light or multiples thereof often expressed as warp factors.
A short range teleportation technology called transporters, requires a transporter pad at one end of the journey.
Post Appocalyptic:
A variety of different technologies, the more advanced ones are scavanged from the ruins.
Sometimes there are mutants, or robots depending on the flavor of the campaign.
Time Travel:
Varies, but time agents generally try to blend in with the setting rather than try to make waves risking altering history, technologies tend to be of the covert secret agent type.
Other type of type travel campaign is with modern technology with the exception of the time machine itself, which was just recently invented or simply found or inherited. This type lends itself well to "dinosaur safari" type adventuring.
| Matthew Shelton |
I think this thread is getting a little off track. Though I am certain we all have lots of ideas of what we would like in a PF modern game, that is probably best expressed in the forums that will be created in association with the patronage project. After all the best part of a patronage project is how much we the patrons will be able to provide input.
But here in this thread I think we are best not going into specifics. General inquiries such as 'will you be using the stat based classes' is fine, because thats a general selling point that would positively or negatively influence your desire to be patron, but specifics on Armor, DR, weaponry or timeline are probably outside the scope of this thread, which is really just looking for general interest in such a project.
And alot of back and forth on what people want in terms of rules may squeeze out (read: cause to go unnoticed) the additional voices of support that are still creeping in from people who are just noticing the thread (which is the purpose in the first place).
*nods*
Ok, aiming for generalities here.
- Monsters and characters should be interchangeable across systems with no more than 5 minutes time spent converting over genre-specific stats--not including genre-specific weapons, equipment, and vehicles. (one may assume that innate racial and class abilities are not world-specific and should be able to exist freely in either setting without any need for conversion). I exclude weapons, equipment, and vehicles because there are often specialized rules that cover their usage which may have unforeseen incompatibilities or balance issues in the "alternate universe". Of course, sorcerers in a magic-less modern-day world can present balance issues of their own, but that's for the DM to cope with. :-)
- Inasmuch as PF D&D does not hobble characters who multiclass, PF Modern should make it even less disadvantageous if it is posisble, since people in the developed world must be able to readily master multiple unrelated disciplines in order to be successful in the 21st century. From the POV of a DM I might require every PC to multiclass and have every NPC in my game multiclass as well. PF Modern should take it as a given that the vast majority of characters in the developed world are multiclassed to some extent (even if their secondary class is no higher than 1st or 2nd level and more than 10 levels behind the primary). Of course, characters from developing or undeveloped or "fourth world" nations might not fit this model, if they grew up under a political system or culture that did not offer them a well-rounded education or a broad range of practical experience outside of manual unskilled labor. For example, a subsistence farmer and a person born a slave will not likely have had the opportunity to multiclass prior to becoming an adventurer/hero.
- I really liked how d20 Modern organized its Craft and Knowledge sub-skills. Not so much the Speak Language sub-skills; I feel each Linguistics sub-skill should cover an entire "language group." It's not as realistic, but it is more practical.
| Tom_Kalbfus |
I think the Modern World is rather "hum drum", If I wanted to go find adventures in the Modern World, all I'd have to do is go outside my house and do it for real. You see the Fantasy World is fantastic, the Science Fiction World is fantastic, but the Modern World is rather mundane, unless you add something to it, in which case you are dealing with either science fiction lite or some occult or modern fantasy, but if there is too much occult or science fiction elements out their, then the modern world would start to react to them and cease to be the Modern World as we know it, and after a while all this sneaking around X-Files style gets old really fast, as does the "Vampire slaying". If Modern characters are going to go investigating aliens, witches, ghosts, and monsters that are real, sooner or later some of these things are going to end up on the News, as they can't hide forever.
In science fiction that's completely in the future, there is no need to hide the aliens or the robots, they are just accepted as a part of everyday life. Wizards in a fantasy setting are out in the open, but wizards in a modern setting have to form secret societies and operate in secret, or else the authorities and everyone else will react to their presence, and the setting changes.
Owen K. C. Stephens
|
There are two things we have needed
"official" wording for before we could start taking pledges for this project: a list of what the various patronage levels would be (and what you'd get for each level), and a declaration of our design goals.
Here are the Patronage Levels:
$5, $10, $15: Donation. We add you to the list of patrons, but you do NOT receive access to the design boards, or any copy of the final book. This is provided purely for individual who wish to make a small donation to the project, but aren't interested in being part of the process or buying a book in advance, and we include only due to fan requests that such an option exist.
$50 Full Patron. You have access to the exclusive design forums, where the game designers will post thoughts and progress, and ask for feedback. You will receive one .pdf copy of the finale book, one full-color hardback copy of the final book, access to the playtest versions of the game, and be credited as a full patron in the credits at the back of the book.
$100 Benefactor. As lower ranks, plus all the head game designers sign your print copy of the book and you receive a personalized sketch from RPG designer and artist Stan!.
$250 Companion. As lower ranks, but you also get an NPC based on you (or created with your input if you prefer). The first six patrons to commit to this level or higher may choose to have their NPC be an iconic - a major character used throughout the book and likely in future publications.
$5000 Champion Patron. You get your signed copy of the final hardback hand-delivered by one of the designers, who also runs an introductory game at your house for you and up to five or your closest friends. (continental US only)
Owen K. C. Stephens
|
Here are our official design goals, the blueprint we plan to use to form all decisions.
The P20 Modern Project (name subject to change) is dedicated to creating a revised and improved version of core d20 rpg rules, designed to update the Modern SRD rules, and bring many of the innovations pioneered by the Pathfinder RPG into the genre of modern gaming. The head design team intends to take the time to consider every aspect of the game rules prior to beginning the process of writing, and the project allows time and resources to ensure any new rule is thoroughly researched, developed and playtested before becoming part of the final project.
Obviously such an undertaking requires flexibility regarding the path of design, but patrons also have a right to know what the end-goal of the project is. This the following core design principles are presented, to outline what we plan to achieve.
Using the Modern SRD as our baseline, and the Pathfinder SRD as a blueprint for updates and improvements, create a streamlined, updated, complete core d20 ruleset able to support campaigns set in a wide range of post-industrial settings. Backwards compatibility with both the Pathfinder RPG and Modern SRD is a design goal, though it is secondary to creating the best rpg possible drawing from those two sources.
The game will be anchored by a set of flexible, balanced, useful core classes that can be used to represent a slew of modern and futuristic character archetypes easily even at 1st level, but remain versatile enough to be used in games with civilian or military focus, high magic and psionics or limited to real-world technology.
Characters from the finished RPG should be interchangeable, from a balance and rules perspective if not one of storyline, with characters from the RPG Pathfinder Core Rulebook. If you want to have paramedics and SWAT members taking on dragons and labyrinths, this product will be designed to assist you.
grrtigger
|
$250 Companion. As lower ranks, but you also get an NPC based on you (or created with your input if you prefer). The first six patrons to commit to this level or higher may choose to have their NPC be an iconic - a major character used throughout the book and likely in future publications.
DO WANT! :)
( eagerly awaiting official notice .. )
Owen K. C. Stephens
|
We are finalizing our budget, and once we have that we can set up to take pledges. This is likely to be a two-step process, because taking people's money isn't free and we will give back everyone's money if the project doesn't meet the required funding level. We want to make sure people are really interested enough to do this before any money changes hands, since it'll cost us to receive it and then send it back if we don't get the support needed.
The current plan is to set up a dedicated email address and related web page. We will asks those interested to send us an email pledging a specific amount of money, for this project, as outlined by our design guidelines. The web page will tell people what our final funding level needs to be, and how close to it we are. If pledges hit that goal in 30 days, we'll set about actually allowing people to send us the money they have pledged.
We have a 30 day time frame from the time of the first pledges to hit our required pledge level to ensure no one is left in limbo. Budgets are tight, and there's a lot of cool game stuff out there. (And even other cool patron projects.) We don't want anyone to have money they are saving for our project to be stuck sitting on it too long. If we make our pledge level, we can actually take everyone's money and get started. If we don't, we want everyone to be free to spend their money elsewhere in a timely manner.
We hope to have the final budget, email address for pledges and web page to track how close we are soon. We'll post those details here once we do.