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D&D 4E 4E Essentials Modern

Interesting. I read through it and it seems like it should work reasonably well. I'd have to actually generate a character. Maybe I'll do that tonight if I have some time and this darn cold I have doesn't knock me out! It should be possible if I figure a 22 point buy etc. At least if there are any holes in it I'll probably stumble into them.
 

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Its greatly appreciated. Things look like they would work in my head, but I've learned over the years that my head is often far off base. Hope you feel better and thanks for the help! If it looks like it is workable and you want the rest, I'll send you the rest of the core classes and what careers I have done.
 

Ok, I hope this thread sticks around...

first I have been running a monthly (we try for everyother week) game of 4e set in the Dresden world. It is mostly from the novels, with a little of the TV show thrown in, and some buffy, angle, and night stalker esc things added in small amounts.

When we started we said no martial power source, any arcane powersource is refluffed as wizard of the councle, and Divine power source would be associated with the chirch and the 3 swords... we have since (in 7 levels of play) done alot of refluffing.

Guns are cross bows with refluffing... and skills not in 4e are handwaved into ability checks...




BUT if I had it to do over agian it would be diffrent. We have talked it over a few times, and here is what we came up with.

Martial classes of E fighter and E rouge only the E ranger Hunter has alot of rework potential (take out the daily primal stuff)...just replace utlities a bit... only allow non combat utlities in, based on so far mostly skill powers is what we see (but not even all of them) and make up some ones for the moded skills.

Monk reworked with an E like work around (work in progress so far we are taking a real look at this though)

then supernatural based only on what you want int he world...

Our other idea was to streach the builds so that what D&D gives in 10 levels gets spread to 15, with Themes (maybe a bit like PP) adding in there a little. But the themse are occupations and trades.

The skills would be:

Athletics
Acrobatics
Computers
Deception
Endurance
History
Insight
Perception
Persiasion
Stealth
Science


with optional (based on setting and story)
Arcana
Mentalism
Nature Lore
Religon
 

Essentials was really what started me on this whole thing, and in the thing I am working on now it has a lot of influences. Like for non-combat characters, I am using a lot of what they did with stances for Fighters and Rangers. But I think in the current build it is a weird mix of Essentials and Gamma World. I think I liked how both of them kept things a lot simpler, and I can see if you are doing something like a modern fantasy campaign (like how I think Dresden would work), Essentials could be very easily adapted. And if you look at what I am doing so far, I think it has elements of themes as occupations, but more fleshed out because I think themes just gave you a few things.
 

Here is another example. This is the Fast core class and the Gunslinger career. The gunslinger takes a lot from the Essentials Rangers for his at-wills because I think they worked great for the concept. I also am not sure of the wording on the Trick Shot utility power, but the goal was to create a power that reflected the tendency for people with guns to shoot out locks, shoot to help intimidation, etc. If that is reflected in what I wrote, then good. Otherwise some phrasing suggestions would be appreciated.

Also as things stand now, my career list for this is as follows:
Martial Artist and Soldier (strength)
Infiltrator and Gunslinger (dexterity)
Bodyguard and Daredevil (constitution)
Academic and Techie (intelligence)
Investigator and Medic (wisdom)
Con Artist and Negotiator (charisma)

I have other ones started, but those are the ones I am focusing on for now. If people like this and if I have the time, I might write up a few careers with more supernatural slants, like a telepath and a witch.
 

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Interesting. One thing this brought to my mind is the 'implement question'. Since a lot of powers are non-weapon powers how would that work? I guess essentially everything uses an inherent bonus. That would make sense.
 

Yeah, I am using the inherent bonus right now. I think some careers will require some form of implement, like a computer hacker, so I still see it being used. I also see having special equipment that has additional traits and special abilities. Like I see cybernetics in a futuristic campaign working as permanent magic items that fill a certain equipment slot.
 

Right, pretty much anything could provide an enhancement bonus in theory. Or for that matter the categories of bonuses need not be limited to what 4e provides now. Enhancement bonus does tie in neatly to a few other rules though.
 

Into the Woods

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