taking Pathfinder up to Modern and Future eras


Homebrew and House Rules


I'm interested in modern and future supplements to Pathfinder. I have Infinite Futures. I've just downloaded and am scanning through the modern material from GRC. Something I've noticed and wonder about is why certain holdovers from D20 Modern are maintained. Some of them are:

class defense bonus
buying items as an opposed Wealth check
action points as an integral mechanic
mega-increased damage for firearms
Knowledge skills that cover a lot of ground (the (earth & life sciences) skill is a prime example)
armor providing DR instead of boosting AC

Are these changes to the PFRPG standard vital to the genres? A lot of this may well boil down simply to stylistic preferences on the part of the writers. I'm *not* picking on any particular company or author, as these items are frequently *assumed* in conversations when we talk about "what we'd like to see." So that's my question, really. Why are hold-overs like these *expected* to show up in potential PF-compatible Modern and Future supplements, when they are (by and large) deviations from PF core mechanics?

Grand Lodge

most of these concepts were introduced into the fantasy genre with Arcana Evolved as optional rules. Many of these rules were adopted into the core d20 Modern rules.

Armor providing DR instead of AC, to me, while departing from PFRPG is one of those things I wish Pathfinder had adopted. Armor as DR just makes more sense than as AC. That is the job f armor. You're going to get hit. Armor keeps you from getting as badly damaged.

Action points integral into the system creates for games that are more cinematic. For me, personally, I still find Pathfinder a sort of "boring" movie. If they made a movie for the Pathfinder RPG the fighter would have to walk up to the monster and just stand in one place and alternate hits. Action Points encourage... well... action! :)

Class Defense Bonus goes hand in hand with Action points and armor as DR. It is a gamey mechanic to make players harder to hit. No other real purpose that I can figure. But it makes the game more cinematic.

Buying items as an opposed wealth check... I understand the concept and thoroughly dislike it. Would have liked to have seen it die.

Firearms damage. Uggggg Assuming an average person has HP of about 5-6, a heavy caliber handgun (such as a .45 or .50 cal) can do d6 and work quite nicely. One shot one kill. Even a d4 with Critical hits taken into account would work fine for a heavy cal handgun. Would like to see more realistic firearms damage.

Knowledge skills- seriously gotta let the irritating geek who plays an irritating geek have SOMETHING to do. :)

Now one must also remember that d20 Modern deviated from the fantasy SRD by substantial amounts. I would have been immensely disappointed if a new Modern book stuck strictly to PFRPG. PFRPG should be a jumping off point for a new Modern Game, not the end product.

These are just my opinions :) and as such are worthless. :) lol


Sure, worthless until I'm trying to sell you a PFRPG space or modern product! :D

Grand Lodge

Doc_Outlands wrote:
Sure, worthless until I'm trying to sell you a PFRPG space or modern product! :D

lol not necessarily. For me the game mechanics are a minor consideration. They are just tools to tell a story. I'll make any mechanics fit my story, just make take a little more effort.


True, but the less effort it takes, the better the experience.

My complaint on Know (earth & life sciences) is - why the HECK are we lumping together geology and biology into a single roll? Most geologists only know the rudimentary basics of biology and vice versa.


Doc_Outlands wrote:

True, but the less effort it takes, the better the experience.

My complaint on Know (earth & life sciences) is - why the HECK are we lumping together geology and biology into a single roll? Most geologists only know the rudimentary basics of biology and vice versa.

Synergy, more or less. The more skills there are, the more you have to spread them out and certain classes can't afford the luxury given what little allotment is given to them. It was one of the things I was happy to see with PFRPG when certain skills were combined even if they're not intrinsically the same thing.


Must be the old GURPS player in me poking its head out... I would have given it Know (life sciences) and Know (earth sciences) as a compromise.

RPG Superstar 2012 Top 32

Doc_Outlands wrote:
Must be the old GURPS player in me poking its head out... I would have given it Know (life sciences) and Know (earth sciences) as a compromise.

Or Knowledge (physical sciences), Knowledge (life sciences), and Knowledge (social sciences). Dedicated scientists might have to spend points in a couple different sciences: archaeologists would have physical and social, anthropologists would have life and social, genetists would have life and physical, etc. etc.


I'm actually working on a mechanic to allow a scientist to focus on a particular specialty as listed under the Know(field). I'm undecided as to whether it should be a feat, requiring Skill Focus as a prereq., or as a trait with Skill Focus as a prereq.

This would ideally work in a manner allowing it to apply to other broad skill sets, like vehicle operations.

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