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4th Edition in Modern Times
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<blockquote data-quote="Phaezen" data-source="post: 4855568" data-attributes="member: 42839"><p>Modern 4E should work very well, taken from the perspective of action movies <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Wealth system, steal the wealth level system from D20 Modern and you are good to go.</p><p></p><p>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.</p><p></p><p>Power sources/monsters - use the ones that are right for your setting</p><p></p><p>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.</p><p></p><p>Thats what I havce off the top of my head at the moment.</p><p></p><p>Phaezen</p></blockquote><p></p>
[QUOTE="Phaezen, post: 4855568, member: 42839"] 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 [/QUOTE]
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