4th Edition in Modern Times

Alikar

First Post
So this weekend my normal gaming group couldn't all get together and we decided to try and run a one shot of something. At the end of a few hour long discussion it was decided that we would run 4th edition DnD in modern times during a Zombie Apocalypse.

This worked amazingly well.

We had a fighter (Cop), Avenger (Ex Military), and Sorcerer (Back woods NRA guy). Really looking back I think the only thing I am going to change is the skills to represent a more modern setting and letting people simply choose what skills they want. Guns also presented a bit of a problem, but that was solved with simply letting them use crossbows. I just gave people proficiency with them that sounded like they would have it.

All in all it was really quite easy to go from 4th edtion Fantasy to modern. Does anyone have any more suggestions on how to further improve this concept?
 

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Modern Ideas

I think the skills should be left alone because it makes things much more complicated and its good to have variety between characters. You can just use character backgrounds as a way for pc's to get more skills.

You can always reference D20 Modern Weaponry for proficiencies. I would not worry about the guns. You can compare the armor proficiency between D&D and D20 modern.
 

Modern 4E works as an one shot zombie splatter adventure, but a whole modern campaign with 4E?

Especially when it doesn't involve hordes of zombies its quite hard to adapt. Firearms break the 4E combat mechanic (no defenders needed, most classes not very good with ranged weapons), skills become even harder to justify (Hey, I automatically become more skilful in hacking and electronics!) and the whole wealth system has to be changed.

Someone tried to gather ideas for a 4E modern game, but he received nearly no attention.

http://www.enworld.org/forum/genera...-d-d-4th-edition-modern-campaign-setting.html
 

Modern 4E should work very well, taken from the perspective of action movies ;)

The suggestions here are quick and dirty, and might recquire some ingame tweaking as you go along, but it should provide for some fun gaming.

Skills - allow player to choose which skills they are trained in, I can't really see this breaking the game. (Dfranco's suggestion of using backgrounds to add cross class skills could also work).

Firearms, take crossbows, add high crit and you should be good for most basic handguns (handcrossbows) Rifles and Shotguns (crossbows) and assault rifles (superior crossbows). Possibly design some encounter and or atwill powers that can be used with the proper kind of weapon (area blast for shotgun, pinning fire for sniper rifles, cover fire for assault rifles)

Armour, some issues here, but a bit of reskinning and you are good to go. Leather = bikers leather, possibly a trenchcoat. Hide =??. Chain = kevlar body armour, Scale = military/swat grade body armour.

Defenders can do thier job perfectly well in a firearm laden enviroment, thier job is to draw the enemies attention onto them, so as long as they can mark they should be fine. Firearms are no different to any ranged weapon/spell/ability that monsters might have.

Wealth system, steal the wealth level system from D20 Modern and you are good to go.

You might need to change the powers available to mainly melee classes to give them some ranged ability, but as most firefights in the action genre tend to be fairly close quarters you don't really need to go over the top with this.

Power sources/monsters - use the ones that are right for your setting

Magic items, use as approriate to the setting/game you want to run. If you don't want to use magical items, or want to restrict them to artifacts, then add a generic +1 to attacks, damage and defences every 5th level to compensate, or if you want to spread it out a bit level 1 +1 Att/dam, level 2 +1 ac, level 3+1 Defences, level 4 +1d6 on a crit, level 5 add special equipment encounter or daily power and repeat for levels 6 through 30.

Thats what I havce off the top of my head at the moment.

Phaezen
 

In my quest to find similar conversions to the modern age, I've found Dias Ex Machinas/Goodman Games' upcoming 4th edition Amethyst setting pretty cool. While the setting is not out till September (or so says Goodman's website), they had a preview adventure released for free RPG day that I'm dying to get my hands on. They did release a free web enhancement that showcased a few 6th level characters and its interesting to see how they adapt weapons and grenades and the like for powers. I kinda extrapolated some rules from that. You can snatch that supplement online fer free at:
http://www.goodman-games.com/downloads/HeartsofChaos-Download.pdf

Good Luck!
 

Someone tried to gather ideas for a 4E modern game, but he received nearly no attention.

That someone would be me, and based on the thought I put into the topic I think for D&D in the modern era to work there has to be an assumed level of supernatural in the campaign, whether it's a zombie apocalypse or folk mythology being real and active behind the scenes in our world. Without something fantastic to face, it's just a bunch of sweaty guys beating up on other humans. How much fun is that?

Since 4e is really good about re-skinning things into other things, a lot of the issues just go away with a hand wave and some imagination. It's very easy to re-map races without supernatural abilities to some type of human. The difficult races are ones with teleportation (eladrin and shadar-kai) and ones with inhuman physiology (minotaurs). The former are okay if your modern setting has the sort of fluff necessary to explain away people with the innate ability to teleport or become insubstantial. The latter is okay if you're including inhuman creatures or mutants in the cast of playable characters.

Beyond that you need some explanation for power sources. Martial and psionic fit in pretty well in an assumed low magic universe and to a certain degree primal fits well with lots of Earth culture spiritualism. Druid wildshape pushes the boundaries a bit, not so much if lycanthropy is something your modern setting includes in the fluff. Arcane and divine need the right kind of fluff to make sense, even if its as simple as the Harry Potter, "Wizards have always been around," explanation.

And then equipment. I don't really like equating D&D armor with modern body armor, nor do I like the idea of modern heros running around in middle age armor so I devised a static defense bonus based on tiers that would keep modern PCs in line with base D&D AC assumptions without needing to wear armor. Then you can have body armor that carries the standard D&D armor magic properties (dwarven, blackiron, etc.) and limit a PC to using only properties appropriate for their chosen defense tier. (For example, someone on the tier that emulates Chain/Scale could only use enchanted body armor with properties valid for chain or scale.) It messes with the economy a little bit, but I think with some tinkering it could be correctable through an adjustment to treasure parcels.

If your PCs are mostly attacked with melee weapons - clubs, chains, knives, a runaway car - everything resolves itself nicely. Guns are tricky. A case was made that the range of a longbow/crossbow doesn't map to a gun accurately, but when you think about it, with the exception of a rifle, guns are only accurate up to a point. You can try to aim a handgun, but much more than a short distance away and it's as much luck as it is skill. The easiest way to model this in D&D is just pick another ranged weapon's range and map guns to that, perhaps shortbow for handguns, longbow for rifles, and hand crossbow for shotguns, assuming the bullets go farther than that, but you simply can't hit beyond long range. A more complex method would be to continue ranges past the long range of the weapon creating two more range categories and assigning a target effective concealment at the third range and effective total concealment at the fourth. It would be possible to hit them with a good roll, but not terribly likely.

I thought about representing the "armor piercing" effect of a bullet by having guns target Reflex, but if guns play a large role in combat that makes all the work to come up with a defense system for enhancing AC generally worthless and serves to ensure everyone will use a gun and make basic ranged attacks if their class doesn't support ranged powers. I also considered making them high crit weapons but was concerned about the effects of weapon balance caused from adding high crit to a longbow without making it need some sort of a feat to earn it. It would probably be best modeled as a feat, say, Piercing Shot (prerequisite: 11th level, Dex 15?) that transforms firearms into high crit weapons.

Edit: Another consideration for firearms - do you treat them as straight ranged weapons (and thereby using them in melee triggers attacks of opportunity), or do you treat them as virtual light/heavy thrown weapons (and thereby allow them to be used as both melee and ranged weapons)? I can see cases for both. Allowing guns in melee would mean everyone uses guns, but on the other hand, should I really give up a free swing for shooting at someone within 5 feet of me when all I do is pull the trigger?
 
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Depends on the weapon. You've got to point the business end at the target, who presumably is not cooperating by standing still. The longer the weapon, the longer the arc the muzzle must traverse to cover so many degrees (and the closer the range, the shorter the target displacement to require shifting aim so many degrees). If it's long enough (such as an old-fashioned musket), you might do better to bayonet or even club -- because then you've got speed and force to keep your target from blocking or grabbing the barrel, which could prevent target acquisition and make a shot go wild.

So, a pistol should be pretty good at close quarters*. Any weapon requiring two hands (such as a larger submachinegun**) would be slower to acquire the target. A long arm such as a rifle or shotgun would be most unwieldy. An M-16 is short (more a carbine) and light, so it might fall in the second class rather than the third.

*A notable drawback being that it's not much use for parrying a knife, club, etc.. Is that still considered part of defense in 4E? Trying to shoot while bobbing and weaving like a boxer is probably pretty dicey, too!

**I'm not sure whether even a light "machine pistol" such as a mini-Uzi can be fired effectively one-handed except perhaps in single-shot mode. Someone better versed in such lore may happen by.

Of course, 4E is probably in the "Hollywood dimension" anyway! Perhaps real-world considerations would simply have taken a wrong turn if they tried to apply.
 
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Amethyst is meant to meld a science-fiction setting into a fantasy world. We had to include mechanics for ranged weapons from chemical firearms to railguns and laser rifles. Although we wanted it to be usable as a modern 4th edition game, we weren't going to sacrifice that goal for the setting we were designing. Because it also needed to be compatible WITH D&D, there are certain concessions we needed to make.

Now NEUROSPASTA is a different beast entirely. It is designed from the ground-up to be a 4th Edition Modern/Science Fiction game with no obligations to make it compatible with D&D. It still is to a point but we could take further deviations than Amethyst did. Being at its roots, a cyberpunk game, it includes more than just modern classes and equipment. Cybernetics, robots, and hacking rules are also being tackled. There was no conversion of existing fantasy elements. We built everything from the ground up. The polish on this product will depend on the success of Amethyst so I can't give out more details as yet. I will say though, as stated in another post, that playtesting is now open for NeuroSpasta.

Funny you bring up zombies though...funny...
 

Here's a list of skills I developed for a modern setting. There are a few more skills than in core 4e, so consider letting each character take an extra skill (or two extra skills if you're re-fluffing other races as human).

Code:
Academics	Int
Acrobatics	Dex
Art		Wis
Athletics	Str
Bluff		Cha
Computers	Int
Diplomacy	Cha
Endurance	Con
Insight		Wis
Intimidate	Cha
Mechanics	Int
Medicine	Int
Nature		Wis
Occult		Wis
Perception	Wis
Science		Int
Stealth		Dex
Streetwise	Cha
Theivery	Dex
Wealth		Cha
 


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