Thoughts on D20 Modern and Pathfinder


Homebrew and House Rules

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Robert Hauglin 13 wrote:
Motionmatrix wrote:

I wrote a d20 version (using d20 modern + 3.5, this was back in 2004) of shadowrun 3rd ed. It's a 246 page pdf. If you would like a copy so you can gut whatever you can find useful there just let me know.

An example of something you might find useful: a full cyberware and bioware system.

Could I also have a copy of your pdf.

Could you send it to RHauglin@aol.com
Thanks.

I would also like in please

christosmyth@yahoo.com


I typically fluff magical healing as them movie their hands to replicate surgical movements.

Minister of Propaganda, Super Genius Games

Kelsey MacAilbert wrote:
]Sorry. Too many IRL expenses right now.

No worries. :)

If you PM me your email address I'll send you all 6 for free, no strings attached!


R. Hyrum Savage wrote:
Kelsey MacAilbert wrote:
]Sorry. Too many IRL expenses right now.

No worries. :)

If you PM me your email address I'll send you all 6 for free, no strings attached!

And this is why I like you guys.


R. Hyrum Savage wrote:
Kelsey MacAilbert wrote:
]Sorry. Too many IRL expenses right now.

No worries. :)

If you PM me your email address I'll send you all 6 for free, no strings attached!

Definately will do!


Sorry about the infrequent activity. Lots of IRL work and extracurriculars for the forseeable future.

I feel the need to cut down on the history lessons to focus on what the world is like. Also, I have chosen to take one specific nation, and cover it in incredible detail to create something the players can visualize easily instead of several nations they understand a bit, but not enough to create a character. I can't say as when I'll have another update, as my activity is slow do to IRL work/school, extracurriculars, and relaxation time.


Disjointed rambling time!

Tir na nOg is an interesting story. The way it is written, could not some intrepid explorer find something pretty overseas, and try to sell it as being the fabled Many Colored Land, and try to make out natives to be fey, to make his discovery give him fame? Herein lie the roots of a nation.

I like zoot suits. They won't be hard to find.

I think grass skiing, sandboarding, dirtsurfing, and mountainboarding should be more popular than they are in the real world.

The biggest tweak to the combat system that I want to add is more descriptiveness. Instead of hitting for damage, actually explain the effect of the hit. With the strain/hp system in effect, this should be doable. What I think this change will do is make fighter types a lot more fun to play.

Techy stuff can go to rogue talents. I think I may have mentioned this before.

I'm seriously considering Trailblazer action points.

Druids are an organization, not a class, and are closer to their Celtic roots.

Religion will be a factor, but I'm not sure about Clerics.

Shock and awe is fun for military PCs.


Wow. I didn't realize it had been so long since the last update.

I've got the beginnings of my introduction to offer. It isn't much, but I think it explains the mood nicely. I lost access do to a computer glitch, but I'm trying to get it back.

Next update will be the race system, subcultures, geography, climate, and notable settlements. Hopeffully, I'll have it sooner


I like the new Avatar!


Thanks.

I'm pretty sure I lost the document. I'm going to retype it from memory as soon as possible, and hopefully post it with the update I'm planning.


Which Document?


I've been reading back on this topic. I just remembered an idea I had when I was trying to write Science Fiction.
If you gene splice humans and bears you might get astronauts that can hibernate.


Azaelas Fayth wrote:
Which Document?

The introduction document. I tried to save it directly to my Kindle instead of saving it to the computer and then moving it to the Kindle. Kindle apparently does not support this, because the document disappeared completely.


Goth Guru wrote:

I've been reading back on this topic. I just remembered an idea I had when I was trying to write Science Fiction.

If you gene splice humans and bears you might get astronauts that can hibernate.

What would the benifit be? The only one I can think of is to slow down resource consumption during part of the year, but the lack of production during that part of the year would hack into the profit margin of the colony enough to spread doubt on economic feasibility of this.

There is also an inherent safety concern here. What if a colony is hit by a military raid? Any hibernating residents will be guaranteed to be caught sleeping. What about a large scale industrial accident? Again, they will be caught sleeping.

Finally, how does the internal hibernation clock cope with an area that has no or different seasons from Earth?


After their use in exploration they would probably go into security. You would be adapting the stats of a quaggoth, without the light sensitivity.
The original idea was these creatures were growing up in a lab being trained for the year long first manned mission to Mars. Before they figure out how to actually freeze and unfreeze humans.


It'd be easier and cheaper to just use magic to put them into a form of stasis similar to Sleeping Beauty. They'd be monitored by having a portion of the crew active at a time. Every week, the active portion of the crew would change, so that everyboby spends the majority of the journey in stasis, but there is always somebody awake and keeping watch over things. In an emergency, wake up procedures should be quicker than hibernation and with less exhaustion on the part of those being woken up.


I've retyped the first half of the introduction.


Kelsey MacAilbert wrote:
Azaelas Fayth wrote:
Which Document?
The introduction document. I tried to save it directly to my Kindle instead of saving it to the computer and then moving it to the Kindle. Kindle apparently does not support this, because the document disappeared completely.

Oh sorry to hear that.


well I am looking forward to it, though i am sorry for your troubles.


Thanks for the sympathy. I'm trying to get a time set aside to write up the update. You can blame the combination of a busy work schedule and my Nintendo DS for the delay.


I'm still working on the update suggested above. It takes a surprisingly long time to get enough ideas. The biggest help is, surprisingly, the World of Darkness rulebooks, especially the splats. My setting is, to most people, an optimistic setting with a "this world is pretty sweet to live in" vibe. The reason most people see this side, however, is because of people like the PCs who are sent to handle any incident where magic or magical creatures presents a significant threat to innocent life. This basically means that the games in this setting take place in a world who's theme matches that of the World of Darkness perfectly, even though the details of the two settings are pretty different. Every time I read one of the World of Darkness books (the splats come jam packed with an awesome level of inspirational tips), I come across with some pretty good ideas for Pathfinder. That said, my world needs a lot more thought put into it.

I have moved around my priorities to give myself more time for Pathfinder. I'm not going to promise a specific time frame, given my poor record with updating this project, but I will say it's still in my thoughts.


So it's an MIB campaign!
The Men In Black come to the incident site, clean up the mess, and then convince the victims the mess never happened.
Warning, neuralizers can be addictive.


So i finally got a bunch of d20 modern stuff. It totally makes me excited for this.


Goth Guru wrote:

So it's an MIB campaign!

The Men In Black come to the incident site, clean up the mess, and then convince the victims the mess never happened.
Warning, neuralizers can be addictive.

Not really. The existance of magic in my world is public knowledge, so there is no need to convince anyone that nothing ever happened.


Kelsey MacAilbert wrote:

I'm thinking I can work with all these things. First off, we cement that the high fantasy and modern technology elements exist. From there, we say that the retro-futurist elements I so love are the culture of the era.

What does this mean? Artistically, things look like the 50s and 60s. A lot of clothing fashions are similar to the IRL era, cars are built to this aesthetic, electical appliances have the space age look to them, 50s and 60s style pulp fiction is popular, the music sounds like 50s and 60s music in many ways, and so on. Essentially, the technology is modern, but the aesthetic is retro.

Might be a bit late, but you're basically saying you want it to be similar to Fallout, aesthetically?


The Magnet Technician wrote:
Kelsey MacAilbert wrote:

I'm thinking I can work with all these things. First off, we cement that the high fantasy and modern technology elements exist. From there, we say that the retro-futurist elements I so love are the culture of the era.

What does this mean? Artistically, things look like the 50s and 60s. A lot of clothing fashions are similar to the IRL era, cars are built to this aesthetic, electical appliances have the space age look to them, 50s and 60s style pulp fiction is popular, the music sounds like 50s and 60s music in many ways, and so on. Essentially, the technology is modern, but the aesthetic is retro.

Might be a bit late, but you're basically saying you want it to be similar to Fallout, aesthetically?

Magitech meets atompunk? Sweet! Anyway, I've followed this thread before I became an (semi) active poster. I've actually been developing a fantasy game with a similar idea. In the end, I merged it with the Forgotten Realms campaign I've been running (Lantan more or less becomes a mix of Rapture from BioShock and the States from Fallout. It's an underground vault inspired magitech dystopia in the Underdark.)

Also, in reference to the WoD influence, I love World of Darkness! I've found Mage and Changeling to be GREAT resources for the fantastic conspiracy angle, both Old and New world. I've mashed the New World line together for a great pulpy modern fantasy game, which also kinda fits what you're going for. I'd be more than happy to dig up notes from both games, if you'd like.


Melee weapons will still be viable, right? You know there's always gonna be that guy who wants to be the half-Vampire with a trenchcoat and katana.

Not to mention, throwing knives are awesome, and I'm sure some Half-Orcs still have their great grand-daddy's war axe.


Just a quick note that this isn't dead, it's slow. I've been considering cultural, political, and economic situations, and the next update will be the biggest yet.


Vamptastic wrote:

Melee weapons will still be viable, right? You know there's always gonna be that guy who wants to be the half-Vampire with a trenchcoat and katana.

Not to mention, throwing knives are awesome, and I'm sure some Half-Orcs still have their great grand-daddy's war axe.

The way I see it is that firearms should rule the day. People who bring swords to gun fights typically get shot. Within one round's move distance, however, a melee weapon can seriously screw you up. This relies on a careful ambush, a massive horde, or the melee weapon being a backup weapon, however.


Doctor Necrotic wrote:
The Magnet Technician wrote:
Kelsey MacAilbert wrote:

I'm thinking I can work with all these things. First off, we cement that the high fantasy and modern technology elements exist. From there, we say that the retro-futurist elements I so love are the culture of the era.

What does this mean? Artistically, things look like the 50s and 60s. A lot of clothing fashions are similar to the IRL era, cars are built to this aesthetic, electical appliances have the space age look to them, 50s and 60s style pulp fiction is popular, the music sounds like 50s and 60s music in many ways, and so on. Essentially, the technology is modern, but the aesthetic is retro.

Might be a bit late, but you're basically saying you want it to be similar to Fallout, aesthetically?

Magitech meets atompunk? Sweet! Anyway, I've followed this thread before I became an (semi) active poster. I've actually been developing a fantasy game with a similar idea. In the end, I merged it with the Forgotten Realms campaign I've been running (Lantan more or less becomes a mix of Rapture from BioShock and the States from Fallout. It's an underground vault inspired magitech dystopia in the Underdark.)

Also, in reference to the WoD influence, I love World of Darkness! I've found Mage and Changeling to be GREAT resources for the fantastic conspiracy angle, both Old and New world. I've mashed the New World line together for a great pulpy modern fantasy game, which also kinda fits what you're going for. I'd be more than happy to dig up notes from both games, if you'd like.

I've got that portion of development on hold for awhile. I'm working on the dominant ethnic groups, race structure, economy, transportation structure, and military.


At the moment, I'm creating lists of common names for each ethnic group. This could take a few hours, but I think it'll be a nice look at each group's flavor.


Kelsey MacAilbert wrote:
At the moment, I'm creating lists of common names for each ethnic group. This could take a few hours, but I think it'll be a nice look at each group's flavor.

That was a wee bit optimistic. Surnames take FOREVER, and a few of my favorite languages can be major pains to work with when it comes to feminine names that sound attractive.


I'm going to warn you guys now: when September 23 hits, this project will suffer the mother of all slowdowns. I start college with an 18 unit course load and a part time job. I'm a community college student aiming for transfer to a UC, so I HAVE to maintain at least a 3.5 GPA. Nothing is more important than that. I also have to make up for years of math and science I didn't learn in high school and learn a foreign language. I also need to learn to use graphics software, and I have a limited art background. UCs also want to see involvement in on campus clubs and such. This project will probably end up shelved for months at a time, with my only working on it during the occasional slowdown in school. I'm trying to push through as much work in the month I have before that, and hopefully I can have a usable version by then.

What this won't do is die. It may be months in between updates, but I was tinkering with this project for two and a half years before this thread even existed. I'm not about to drop it now, and if I change my mind, I'll come back to the thread and say so.

Liberty's Edge

Good luck with your education!


Thanks.


Setting Documents

That should take you to the first part of my update. From there, you should be able to get on my drive, which has the rest. This update is a little info on an ethnic group of the setting (Leontin is another ethnic group), with lists of common names. The part the link goes to is a statement regarding the name lists. I know it doesn't look like much, but it took me nine hours to make, I didn't get any sleep because of that, and I'm tired.

Another thing I didn't put on the drive because it won't be relevant soon is this:

Mc, Mac, and O' designate clan names in the north. The south has no designators on their clan names. Clan names come after a surname. Every clan has a tartan and historical territory. They used to be the ruling class, and the majority of people were not members. Some clans will have canonical tartans within the setting, but most tartans will be for the individual players to design.

This is why you don't see any names beginning in Mc, Mac, or O'. They denote clan members (or, more accurately, people descended from clan members), and I haven't written clans up yet. As for tartans, each clan has one and a coat of arms, but I can't design that many, so I'm just doing them for my favorite clans and leaving the rest unspecified so that other players and GMs can design whatever works for their characters. Currently I have thought of five southern clans, but have no history for any of them. Clan Morgan and Clan Gwenllian are mine to design for, while Clan Wallace, Clan Glenfidditch, and Clan Emmett are not.


Dooooooooot.


Kelsey MacAilbert wrote:
Vamptastic wrote:

Melee weapons will still be viable, right? You know there's always gonna be that guy who wants to be the half-Vampire with a trenchcoat and katana.

Not to mention, throwing knives are awesome, and I'm sure some Half-Orcs still have their great grand-daddy's war axe.

The way I see it is that firearms should rule the day. People who bring swords to gun fights typically get shot. Within one round's move distance, however, a melee weapon can seriously screw you up. This relies on a careful ambush, a massive horde, or the melee weapon being a backup weapon, however.

That sounds realistic(I couldn't tell you if it actually is or not), but not very fun for the melee fans.


In d20 Modern, I haven't found melee to "suck". Then again, my experience was playing a Strong/Fast/Martial Artist, with a speed of 40 feet (why would I take Evasion?). All I had to do was zip from cover to cover, then flying kick people with my high speed :)

It's only a fairly clear field that my PC was likely to take lots of ranged damage. Which was problematic, because martial artists are fragile. (They don't have great Fort saves, which is something I agree with.)


Realistic, first level gang members are -10 to hit with firearms. Most security guards won't even have guns.


Goth Guru wrote:
Realistic, first level gang members are -10 to hit with firearms. Most security guards won't even have guns.

Depends on what that guard is protecting. A mall cop or corporate security officer may not be armed, but somebody guarding a school, railroad, or power plant is legally required to carry a gun.

My setting's nation issues all able bodied adults (except violent felons and those too mentally disabled to fight) a rifle and mandates they train with it. Most people don't run around in public armed, but the guns are available and they know how to use them.


1 person marked this as a favorite.

Sounds like Sweden to me...

And best of luck with school. (I'm currently heading back myself.)


Vamptastic wrote:
Kelsey MacAilbert wrote:
Vamptastic wrote:

Melee weapons will still be viable, right? You know there's always gonna be that guy who wants to be the half-Vampire with a trenchcoat and katana.

Not to mention, throwing knives are awesome, and I'm sure some Half-Orcs still have their great grand-daddy's war axe.

The way I see it is that firearms should rule the day. People who bring swords to gun fights typically get shot. Within one round's move distance, however, a melee weapon can seriously screw you up. This relies on a careful ambush, a massive horde, or the melee weapon being a backup weapon, however.
That sounds realistic(I couldn't tell you if it actually is or not), but not very fun for the melee fans.

This setting just isn't the one for swordsman and martial artists. The theme is all wrong.


Again, thanks. I would consider the system similar to Sweden or Switzerland, except there is a greater chance of these guys having to use their weapons. The government considers it a militia, not an army, but even so Israel might be a slightly better comparison. The main country borders several regions that have magipocalypsed themselves into monster-filled oblivion, and the remaining borders separate them from people who are not nice at all, so the government prepares everybody to fight in case it comes to that. In fact, on the borders with the wastelands there have been numerous incidents of private citizens using their government issued rifles to protect themselves from monster incursions, so the system is already proving worthwhile. Sure, the government has people to handle monsters (this is one place I want to put the PCs), but sometimes stuff slips through, and a giant horde may prove difficult for the government to stop completely.

Grand Lodge

Vamptastic wrote:
Kelsey MacAilbert wrote:
The way I see it is that firearms should rule the day. People who bring swords to gun fights typically get shot. Within one round's move distance, however, a melee weapon can seriously screw you up. This relies on a careful ambush, a massive horde, or the melee weapon being a backup weapon, however.
That sounds realistic(I couldn't tell you if it actually is or not), but not very fun for the melee fans.

Fire arms rule the day on the wide open battle field, but in any city or jungle, there will be ample areas where encounter distances and lines of sight will be less than the initial move distances. One thing that doesn't seem to be represented by the rules is that it is very hard to shoot someone who is closer than five feet away from you, and relatively easy to get shot with your own gun in a grappling struggle, unless you have special training. (It's why cops don't like people to get within 20 feet of them if they have their guns drawn.)

Also, I would like to see a modern setting incorporate rules for friendly fire. One of the great limiters on guns, is that if you shoot and miss, you might kill someone else. (A problem melee weapons rarely have.) That limit is completely absent in pathfinder.


FLite wrote:
Vamptastic wrote:
Kelsey MacAilbert wrote:
The way I see it is that firearms should rule the day. People who bring swords to gun fights typically get shot. Within one round's move distance, however, a melee weapon can seriously screw you up. This relies on a careful ambush, a massive horde, or the melee weapon being a backup weapon, however.
That sounds realistic(I couldn't tell you if it actually is or not), but not very fun for the melee fans.
Fire arms rule the day on the wide open battle field, but in any city or jungle, there will be ample areas where encounter distances and lines of sight will be less than the initial move distances. One thing that doesn't seem to be represented by the rules is that it is very hard to shoot someone who is closer than five feet away from you, and relatively easy to get shot with your own gun in a grappling struggle, unless you have special training. (It's why cops don't like people to get within 20 feet of them if they have their guns drawn.)

Already planning to incorporate that part. I'm not going to provide rure melee characters, though. Melee has it's uses, but guns still rule the day. That's why cops and soldiers have them, even though they are trained for melee. Melee is an additional option, not a complete alternative.

Quote:
Also, I would like to see a modern setting incorporate rules for friendly fire. One of the great limiters on guns, is that if you shoot and miss, you might kill someone else. (A problem melee weapons rarely have.) That limit is completely absent in pathfinder.

I'm not sure I like that. May be too realistic.

RPG Superstar 2015 Top 8

Kimera757 wrote:

In d20 Modern, I haven't found melee to "suck". Then again, my experience was playing a Strong/Fast/Martial Artist, with a speed of 40 feet (why would I take Evasion?). All I had to do was zip from cover to cover, then flying kick people with my high speed :)

It's only a fairly clear field that my PC was likely to take lots of ranged damage. Which was problematic, because martial artists are fragile. (They don't have great Fort saves, which is something I agree with.)

Haven't read the whole thread, but Kelsey, are you using the actual d20 Modern Rules for damage, where you have a Massive Damage Threshhold (MAS) equal to your Constitution? Whenever your MAS is exceeded, you have to make a Fortitude save or die (I'd suggest save or dying to be a little less brutal), or save or be unconscious if you are dealing non-lethal damage.

This in itself makes combat, especially at higher levels, much more lethal--and fast paced. Firearms can easily drop mooks from afar, a crit from a firearm can kill anyone easily, melee-focused heroes can quickly drop a bad guy with a good enough hit, brawlers can truly knock someone out in a single blow (something that is nearly impossible in Pathfinder/D&D unless you're a nonlethal combat focused rogue).

A lot of people see the rule, fear at how quickly it might drop the PCs, and decide to ignore it completely -- which then mean d20 Modern's firearms and unarmed fighting rules and effects don't work as intended.

When you actually PLAY the rule as written, it speeds up combat A LOT, which feels appropriate for a contemporary, action movie sort of game.

Rather than alter firearms or other aspects of combat, I would highly suggest looking at the MAS system. Certainly tweak THAT as needed so that you feel the game is survivable enough, but personally that is the approach I would take (and do take, in my own d20 Modern project I'm working on).

FLite wrote:


Also, I would like to see a modern setting incorporate rules for friendly fire. One of the great limiters on guns, is that if you shoot and miss, you might kill someone else. (A problem melee weapons rarely have.) That limit is completely absent in pathfinder.

In Pathfinder or any other d20 system, one of the "fixes" to that is making the -4 penalty to shoot into melee optional. The -4 penalty represents being careful to avoid your friends. You can opt out of the penalty, but if you fail there's a chance you hit your friend.

The other thing would be to declare that anyone in direct line of effect from the firearm shot behind the target could be hit if the target is missed. Same should actually go for most ranged weapons were you to include that. The unintended targets should still treat the intended target as soft cover and get an AC bonus from that.

The main reason to avoid this beyond avoiding making the game unnecessarily PVPish is that it slows things down.


DeathQuaker wrote:


Haven't read the whole thread, but Kelsey, are you using the actual d20 Modern Rules for damage, where you have a Massive Damage Threshhold (MAS) equal to your Constitution? Whenever your MAS is exceeded, you have to make a Fortitude save or die (I'd suggest save or dying to be a little less brutal), or save or be unconscious if you are dealing non-lethal damage.

If you want the same effect, without the Insta-kill, have the MAS check failure result in -1 Hp, Unconscious and Dying. This means both Hero's and Mooks can be dropped by a good hit, just like the base system, and without help, they are likely dead. The winning side in an engagement gets a chance to save their wounded after the battle.

My group really liked this change, It kept things dangerous and fast paced, without having the need to roll up new characters every 3 weeks. Also, it provides good RP opportunities.


FLite wrote:
Fire arms rule the day on the wide open battle field, but in any city or jungle, there will be ample areas where encounter distances and lines of sight will be less than the initial move distances. One thing that doesn't seem to be represented by the rules is that it is very hard to shoot someone who is closer than five feet away from you, and relatively easy to get shot with your own gun in a grappling struggle, unless you have special training. (It's why cops don't like people to get within 20 feet of them if they have their guns drawn.)

Those are already represented in the rules. Unless you're a Gunslinger, you provoke an AoO for using a firearm when you're in melee range of an enemy (that's 5 feet). Using a rifle against an adjacent target inflicts a -4 penalty to hit (unless they're prone, IIRC).

Handguns are small, so you could easily grapple and force someone to shoot themselves, but it rarely happens because people who don't have Improved Grapple are scared of provoking AoOs ... from pistol-whips. (Also, forcing someone to shoot themselves might provoke an AoO if they have Combat Martial Arts...)

IME, massive damage actually made melee stronger, because it's much easier to boost melee damage than firearm damage, even though firearm damage starts higher (in Modern).


DeathQuaker wrote:

Haven't read the whole thread, but Kelsey, are you using the actual d20 Modern Rules for damage, where you have a Massive Damage Threshhold (MAS) equal to your Constitution? Whenever your MAS is exceeded, you have to make a Fortitude save or die (I'd suggest save or dying to be a little less brutal), or save or be unconscious if you are dealing non-lethal damage.

This in itself makes combat, especially at higher levels, much more lethal--and fast paced. Firearms can easily drop mooks from afar, a crit from a firearm can kill anyone easily, melee-focused heroes can quickly drop a bad guy with a good enough hit, brawlers can truly knock someone out in a single blow (something that is nearly impossible in Pathfinder/D&D unless you're a nonlethal combat focused rogue).

A lot of people see the rule, fear at how quickly it might drop the PCs, and decide to ignore it completely -- which then mean d20 Modern's firearms and unarmed fighting rules and effects don't work as intended.

When you actually PLAY the rule as written, it speeds up combat A LOT, which feels appropriate for a contemporary, action movie sort of game.

Rather than alter firearms or other aspects of combat, I would highly suggest looking at the MAS system. Certainly tweak THAT as needed so that you feel the game is survivable enough, but personally that is the approach I would take (and do take, in my own d20 Modern project I'm working on).

I'm using a modified Pathfinder system, but I can look at instituting an MAS system. My main challenge right now is making it so that melee weapons are lethal, but a melee focused character lacks survivability.

Quote:
The main reason to avoid this beyond avoiding making the game unnecessarily PVPish is that it slows things down.

That's what I was thinking.

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