Viktyr Gehrig
First Post
Since I'm running a campaign using d20 Modern and D&D concurrently (my Planescape/Star*Drive campaign, second attempt), I've been trying to smooth out the differences between the two systems in order to get a better parallel between the two.
Massive Damage Threshold:
Damage Reduction:
Class Defense Bonus:
Class Reputation Bonus:
Action Points:
Fractional BAB and Saves:
While not a standard rule in either ruleset, I strongly prefer this variant. In my Class Defense and Reputation bonus tables, I've made certain that my values can be reverse-engineered in this fashion. The only barrier is the medium Saving Throws used by some classes in d20 Modern.
I reccomend making the following alteration: Medium Saving Throws, being immediately between Poor and Good, are calculated with the following formula: 1 + 5/12 per class level.
Massive Damage Threshold:
- d20 Modern's Massive Damage rules will be in place-- except, due to the number of high-damage attacks in D&D, the MDT will be Con + HD instead of simply Con.
- In order to retain deadliness at higher levels, the Fortitude save DC will scale with damage-- the save DC is 15 +2 for every full 5 points of damage by which the attack exceeded the MDT.
Damage Reduction:
- The 3.5 Damage Reduction rules are in place. d20 Modern creatures with DR will have to be modified to fit, and d20 Modern classes which give the ability to bypass DR will have their abilities changed to reflect the new system.
- Damage Reduction will be of more benefit due to the stricter Massive Damage rules. I'm using the Armor as Damage Reduction variant from Unearthed Arcana-- armors split their original AC value between AC and X/- Damage Reduction.
- X/- DR from armor and from class abilities stacks, as well as X/- DR provided by Adamantine armors.
- Archaic armors have half their DR value against ballistic and energy attacks, to a minimum of 1. Modern armors have half their DR value against piercing and slashing attacks.
- X/- DR applies to energy damage. Other forms of DR do not.
Class Defense Bonus:
- All classes will receive a Class Defense bonus, as in d20 Modern.
- Class Defense Bonuses stack with Defense bonus from Armor.
- For uniformity, and to expand the Defense values beyond the 10-level cap imposed by d20 Modern, all classes will use the following Class Defense Bonus values:
- Fast Heroes and D&D classes with full BAB have a Defense Bonus of 2 + 4/8 per level. (All fractions are rounded down.)
- Strong, Tough, and Dedicated heroes, and D&D classes with 3/4 BAB have a Defense Bonus of 1 + 3/8 per level. (All fractions are rounded down.)
- Smart and Charismatic heroes, and D&D classes with 1/2 BAB have a Defense bonus of 2/8 per level. (All fractions are rounded down.)
- d20 Modern Advanced and Prestige Classes should use whichever progression most resembles their original Defense progression.
- Some D&D classes are changed from their BAB value:
- Paladins, due to their reliance on Armor, use the 3/4 BAB value.
- Barbarians, due to their natural DR, use the 3/4 BAB value.
- Rogues, due to their speed and nimbleness, use the 1 BAB value.
- Monks and other classes with a progressing AC bonus use the 1 BAB value, but lose their AC bonus class ability.
Class Reputation Bonus:
- Similar to Class Defense, each D&D class will gain a Class Reputation bonus, and the d20 Modern Reputation bonuses will be tweaked a little.
- This is primarily derived from the Reputation system in Unearthed Arcana, with some small changes.
- Low Reputation: 3/12 per level. (All fractions rounded down.)
- Medium Reputation: 1 + 4/12 per level. (All fractions rounded down.)
- High Reputation: 2 + 5/12 per level. (All fractions rounded down.)
- The following classes use the following values:
- Low Reputation: Barbarian, Druid, Monk, Ranger, Rogue; Strong, Fast, and Tough Heroes.
- Medium Reputation: Cleric, Fighter, Wizard, Sorceror; Smart and Dedicated Heroes.
- High Reputation: Paladin, Bard, Charismatic Heroes.
- D&D Prestige Classes use the value of the Base class they most resemble.
- d20 Modern Advanced and Prestige classes use the value that most closely resembles their original progression.
Action Points:
- D&D characters receive Action Points each level equal to 5 +1/2 character level when taking levels in a Base class, and 7 +1/2 level when taking levels in a Prestige Class.
- D&D characters may use Action Points to Add to a Roll (similar to d20 Modern characters) or for the following Special Actions:
- Activate Class Ability: You may spend an Action Point to gain an extra use of a class ability or feat that has a limited number of uses per day.
- Activate Racial Ability: If your character has a racial special ability with a limited number of uses per day, you may spend an Action Point for an additional use.
- Spell Boost: You may spend an Action Point as a free action to increase your caster level for a single spell by 2.
- Spell Recall: You may spend an Action Point as a free action to cast a spell without losing it from your prepared spells or using a spontaneous spell slot. You may only do this as the spell is being cast.
- Stabilize: If you are dying, you may instantly stabilize yourself by spending an Action Point.
- Metamagic: You may spend an Action Point as a free action to apply the benefits of one metamagic feat to a spell you are casting without increasing the spell's effective level or casting time.
- In addition to their normal uses, d20 Modern characters may also spend Action Points for any of the above functions.
Fractional BAB and Saves:
While not a standard rule in either ruleset, I strongly prefer this variant. In my Class Defense and Reputation bonus tables, I've made certain that my values can be reverse-engineered in this fashion. The only barrier is the medium Saving Throws used by some classes in d20 Modern.
I reccomend making the following alteration: Medium Saving Throws, being immediately between Poor and Good, are calculated with the following formula: 1 + 5/12 per class level.
Attachments
Last edited: