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D&D 4E 4E Modern

dirklancer

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Just an updated post with an updated version of the 4E Modern conversion I have been working on. This version is nearly complete, lots of corrections and revisions, more careers, equipment, and basic rules for vehicles adapted from the original rules presented in the Adventurer's Vault. Opinions, suggestions, and corrections appreciated.

4EModern | Scribd
 

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You know, thats not bad. I have been looking for a way back "In" to modern gaming, and much as I have tried this myself, 4e hasnt lent itself well to the process.

I do like the differentiation between Core class and Career. Thats a nice touch, especially if your world doesnt have races other than human. Something to fill the gap.

With the powers (please forgive me if I missed it, I have only skimmed the doco at this stage) I couldnt figure out when some of them were daily or encounter.
 

It looks pretty good. I prefer the essentials way where most attacks are basic attacks, modified by some kind of stance or other power. I think that'd work perfectly for modern.

No matter how the mechanics work, I think the layout would be cleaner if each new class/profession started on a new page.
 

You know, thats not bad. I have been looking for a way back "In" to modern gaming, and much as I have tried this myself, 4e hasnt lent itself well to the process.

I do like the differentiation between Core class and Career. Thats a nice touch, especially if your world doesnt have races other than human. Something to fill the gap.

With the powers (please forgive me if I missed it, I have only skimmed the doco at this stage) I couldnt figure out when some of them were daily or encounter.

Thank you. I actually use the Core Class for race for the sci-fi thing I am running with this right now. I tend to follow the idea for sci-fi that humans are varied and aliens tend to fall into stereotypes, so you basically replace the ability score class at first level with a racial class instead.

Most powers are encounter because I think that works better for modern campaigns. There are a few dailies thrown in because the power in question just seems to work better as a daily power. I think the Medic and the Investigator both have at least one daily each.

It looks pretty good. I prefer the essentials way where most attacks are basic attacks, modified by some kind of stance or other power. I think that'd work perfectly for modern.

No matter how the mechanics work, I think the layout would be cleaner if each new class/profession started on a new page.

I too like how Essentials handled the powers, so for a lot of this I tried to follow suit. If you looked at the Juggernaut, I actually tried a career that only modifies basic attacks.

Noted and in my next draft I will do that. I agree about one core/career per page, but I was trying to save on paper when I printed it out. :)
 
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Alot of the encounter powers were till end of encounter durations. Doesnt that just make them passive?

The only example I can recall (correct me if Im wrong) from D&D4e when there has been an end of encounter duration on an encounter power has been powers from Dragon magazine (i.e. might not have gone through Wizards quality control)
 

I think a lot of the ones that last till the end of the encounter mainly target one single creature and provide a bonus against that creature. I think some of the Utility ones that do that may need some reworking for the reason you mentioned. Like one that seemed like a good idea at the time but seems less useful now is the Gunslinger power that makes reloads a free action. The Speedloader feat makes that power useless since it does the same thing. Were there any specific ones you noted so I can go back in and adjust them?
 
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Ok, I went back through and you were right. There were a lot of utility powers that were for the rest of the encounter. So I made some adjustments. Let me know what you think.

I also reformatted it so that each Core and Career is on its own pages. Easier to print out just what you need now and save some ink.

I plan to make another adjustment tomorrow to get rid of the Gunslinger power that I had the problem with.

4EModern
 


Awesome! Pretty cool to see the 4e basics used in a totally different setting. And it seems to work out just fine. And you can see how much fluff a 4e system can have, if the author wants it to. I hope I'll get to play it some day.

Two minor corrections:
- The first bullet point after the level table on page one seems to have the word "ability" missing in it.
- The weapon group of quarterstaff and sledgehammer seems to be switched. Or you have to use the hammers grip for hitting and a REALLY thick quarterstaff :)
 

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