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D&D 4E 4E Essentials Modern

Two updates. One is a very minor revision to the main document which fixed a few issues with powers and did some formatting changes.

The second is actually based on the comments about an alternative to the ability score classes. I used them to build a racial variant, with humans as the obvious example, and I wanted to see what people thought about this as an variant.
 

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...In fact, let me see if I can dust off a current build of one of Amethyst's new Essential classes....

Interesting, thanks. I hope you don't mind a critique.

OFFICER MARSHAL

Is that a name? If it's the rank, he should be way back and out of any sort of combat.

ENCOURAGING SUPPORT
Benefit: When you use second wind, one ally in an adjacent square can use an immediate reaction to spend a healing surge and gain the benefit from second wind without spending a standard action. The ally is not counted as having used second wind.

Interesting

FOR THE GOOD OF THE TEAM
Benefit: On your turn, you can sacrifice your standard action to give another ally in line of sight a basic attack or a move action. Similarly, you can sacrifice your move action to give another ally a minor action. You can also sacrifice your action point to another ally on your turn.
Once per encounter, as an immediate interrupt, you can swap your initiative order for any other ally.

Direct the Strike is good. But I can think of some truly unpleasant things you can do combining the initiative swap and End of Next Turn status effects.

Effect: While this aura is in effect, affected allies gain a +1 power bonus to their saves. This bonus is for any condition except for saves against being unconscious or if making death saves.

Useful. Very useful. Possibly - depending on the prevalence of status effects. Honestly, I'd drop the exception - it adds needless complexity. And why won't shouting at someone protect them?

Effect: While this aura is in effect, all enemies treat this area as difficult terrain.

Niiiiice. Scarily good. Did you mean to set up a defender build with this power on its own? (The enemy can't shift away so take opportunity attacks if they try to do anything else.

MASK OF AUTHORITY Officer Marshal Utility
Allies are spurned

You mean spurred.

Effect: While this aura is in effect, affected allies gain a +2 power bonus to damage rolls made with basic attacks.

The sort of thing I was expecting.

Effect: While this aura is in effect, affected allies gain regeneration 1.
Level 11: Regeneration 2
Level 21: Regeneration 3
Special: This power can only be active during a combat encounter.

This one's useless I'm afraid unless you can draw out the combat to preserve healing surges. The hit points that matter are the ones that send people bloodied and the ones sending them to 0hp. The bad guys should be focus firing - it's only their target that really matters. Which means that the entire effect of this is worth about 4hp in a fight.

Effect: While this aura is in effect, affected allies gain a +1 power bonus to attack rolls against any targets you attacked on your previous turn. Strategic Position has to still be in effect outside of your turn for your allies to gain the attack bonus.

Anti-synergy. You use either this or For the Good Of The Team. Still, a useful little trick for beating down a big solo monster or just focus fire. It also makes you a grenade-magnet as people need to be near you for this.

Minor Action Close burst 5
Target: Yourself or one ally
Effect: Target gains a basic attack and can shift three squares before or after the action.
Level 17: Select two allies instead of one.

Yeesh, that's good. A boosted free attack to the striker as a minor action? If you have a rogue class, you're really going to get to feed someone his kidneys with this.

Immediate Reaction Close burst 5
Target: One ally.
Trigger: Ally hits an opponent with a basic attack.
Effect: Add +5 damage to the hit and slide the target one square.

Handy. Nothing like as good as the other one tho - you were meant to get both?
 

Another update, not sure if people are actually looking at this but figured I will put it out there just in case. Finished the skill descriptions and the feat list, with most of the feats found in the Essentials players books.
 

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Very cool dude. Nice job actually producing this and making it available. Totally commendable. I'll probably give it a read over quickly. I was a fan of D20 Modern and I would really love to see it again in an essentials format.

I saw it discussed earlier in the thread and I'm not sure if you did it but I think the origins idea from the new gamma world is an excellent way to do D20 Modern.

I think it's important to make that flexibility standard from the beginning so players know they can make a character that's really almost anything. I'm thinking from a brand new player perspective. Advanced classes available as early as level 5. I'm not a big fan of paragon paths to be honest. I think classes with requirements based on feats and trained skills are a lot more interesting and obviously flexible.

Occupations are important too and were a cool part of D20 Modern so I'm assuming they'd come back also.
 

Thank you, and I did use the origins from Gamma World as a basis. I tried to make it as flexible as possible, and tried to incorporate the ability to change careers and core classes as you level so you can have more variety. I did not add any advanced classes per se in this version, with the careers serving that function right now. And I am also not a fan of paragon classes, so the only thing I added there was the idea of "heroic feature" at 10th and 20th level to give you a little boost. That is one thing I need to flesh out more though since it is just a note right now. Do you think that advanced classes would be something to add? Or do you think the format I have now is enough?
Slight update with some additions and corrections:
http://www.scribd.com/doc/46261220/4EModern
 
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We did our first session with the new rules last night, and it seemed to work pretty well. Character creation was pretty simple, taking no more than 10-15 minutes. Characters started at 3rd level and we had a good mix of the different core classes and careers: strong/soldier, smart/techie, fast/gunslinger, charismatic/investigator, and a unique class I made up for the campaign called a Neuromancer that used science to simulate psionics. Another player was using another modern system, and he was frustrated by how cumbersome it ended up being so he is making a fast/infiltrator for next week. Everything seems to work pretty well so far, and some powers really surprised me by how useful they ended up being in ways I didn't think of. One thing that was noted though was at 3rd level the characters needed some more options in combat because they only had a few powers. So I changed it so that characters gain their first Career Expert power at 3rd level, which is more in line with standard D&D. I also tweaked a few powers after seeing them in play, but so far so good.
Here is the file with the updates:
4EModern
 

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