Pathfinder 1E Modern Pathfinder?

Hmmm, I kind of liked the Ability Score classes - with the option for specialized classes taken as advanced/prestige/expert choices. But, because of my severe disappointment with D20 Past (I was running a steam era campaign) I never actually ran a game with D20 Modern. For the record - D20 Past sucked. It gave you very little information for running a game in any of the time periods that it supposedly focused on. Less than an aricle in Dragon's worth.

I have made the classes available in my Spycraft campaigns, using an optional PDF, but I have never had a single player take that option.

My only caveat is that if you do an optional time period supplement you avoid doing something like D20 Past, instead expand each period individually.

The Auld Grump
 

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Count me in as both interested and willing to purchase, as long as...

1.) There has to be some fix to healing. Either a Saga-like second wind, a 4e surge system, or just better access to healing magic/technology. Its way too easy to die, which makes running certain types of modern games (like Die Hard) impossible.

2.) I'd like to also see a drift from the six-ability score classes, or at least a bit more flexibility in them. I think you could even keep the premise behind them (strong hero, fast hero) but focus them better like SWSE did (Soldier, Scout, Diplomat, Tradesman, Mystic, Savant, and Scoundrel, for example)
 

Another possibility is a 'cinematic death' rule, where you don't actually die, you 'fall down' (to borrow from Toon for a moment...)

I usually houserule something like this in my D&D games, and it really fits a cinematic modern game.
 


One change that needs to be implemented is that 1st level characters need to be heroic. Maybe it was a deliberate design decision, in case you decided to create the Scooby-Doo Gang or something, but first level characters just don't come fully loaded in d20 Modern. It usually takes three or four feats to fulfill a basic archetype like US Marine, ninja, or police detective. If you kept the ability score classes, what you would want to do is beef up the Occupation rules... giving a Marine Personal Firearms Proficiency doesn't quite cut it. I think I would probably come up with more focused classes, with one being mascot/Sage/Pointman/Bard, then you have Soldier, Smarty Pants, Medic/Fixer, Driving Guy, and the like, with the classes being pretty closely balanced versus standard Pathfinder classes, in case you wanted to mix and match.
 

Expanding on my own riff...

Solider: Basic Warrior class. Could represent an army solider, a Space Marine, or a English Longbowman. High HP, good weapons, emphasis on Str/Dex.

Scout: Wilderness expert. Could be a ranger, hunter, survival nut, pathfinder, or other outdoorsy type. Good hp, decent combat, very defensive. Str/Con.

Diplomat: Charismatic. Could be a TV reporter, a foreign ambassador, or a plucky rebel princess. Cha/Wis.

Tradesman: Typical Everyone focused on doing his job. Could be a Thief, Priest, Medic, or Average Joe. Ok hp, but master of skills and Action points. Int/Cha

Mystic: A "magical" class. Can represent a psychic, wizard, or other "caster" type. Low Hp, lots of FX. Int/Wis.

Savant: A Smarty-pants class good at Techy-stuff. Unlike a Tradesman, Savant's are more knowledge and gear-focused. Can be a computer hacker, a mad alchemist, or a mech-driver. Int/Dex.

You could probably build most types of heroes using this mix if the classes were flexible enough. Most of the flexiblity could come from bonus feats and talent-trees.
 

i the old ryme:
rich man poor man begger man thief
tinker taylor solder sailor

it looks like the general request is bassed on that. I like the idea and say more power to ya!!

I did not like the ability based classes as many hve voiced here and I could also see the idea of a 'Dresdin files' feel where there are base d ad d classes, but in modern Chicago with wizards, paladins, scorcers, psionics, rogus , Vampires, werewolves, monsters and all the likes of a d and d game in modern times.

Can rules be supported for that? or can the normal rules apply. I gots a lots of questions but I will havae to see where these answers get me.
 


Just wanted to leave a vote for keeping the Strong, Fast, etc base classes. I liked the flexibility of mixing and matching these to create different character types, with Advanced Classes filling the specialization void.
 

The Stat Classes were a major turn off for me. They were bland, uninspiring, boring, and even the designers didn't think you would want to take one past level 3 or so. I'd rather have 24 different flavors of "generic" core classes to mix and match than to have that wet cardboard forced on me again.
 

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