Matchstick said:
I'm new to d20 Modern, but I have an idea for an adventure for my friends and I'm trying to set it up. Pregenned characters to start with, though I'm hoping this may work out to be an irregularly episodic campaign.
Cool deal!
Are there any Golem type templates? Or Golems at all in D20 Modern for that matter?
There are constructs, and you can easily use any of the golems from the D&D monster manual or the SRD, available online at:
http://www.d20srd.org/
The core d20 Modern book doesn't have golem templates, and I'm not sure that anyone has made a golem template specifically for d20 Modern, but I know somebody made one for D&D in general, that allowed you to take most corporeal monsters and turn them into mechanical golem-esque versions of that monster. It's not free in the SRD, though, as far as I know.
Can templates/monsters be moved freely between D&D and D20 Modern?
The answer to that is "Yes and No". You can, because the rules support it, but it can sometimes result in unbalanced creatures in the d20 Modern game. For example, those golems that I mentioned? You can move them right over, but they will pretty easily mow through a d20 Modern party, because any one of their hits can trigger a Massive Damage save, and the d20 Modern party might not have admantine weapons to cut through their DR.
It really depends on your campaign. Using the Stone Golem idea, here's what I'd do if I were moving it into a d20 Modern game:
1) Grim Game, where the party doesn't have magical resources: Make the Stone Golem the big boss for a group of 4 11th level characters. They might be able to take it, or they might die, but it's the big end fight, and the party should be at full resources when they fight it. Bump up its CR. The party should have ways to get away from the golem -- high areas the golem can't get to, obstacles that the golem must go around slowly (allowing the PCs to keep away from it and used ranged attacks), and so on.
2) Buffy Game: Give the party an incantation, spell, or limited-use item that lets them cut through the DR (or at least lets one or two PCs do so). Also, give the golem a new weakness from the "Weaknesses" section -- maybe the golem uses echolocation for pathfinding, and if the PCs do their research and then fire up a boom-box with a bunch of bass, the golem has a chance of losing its action each round, or the PCs all get half concealment, or something like that.
3) Urban Arcana Game: Make sure that the PCs have enough equipment for their level -- possibilities of magic swords, limited-use magic, that kind of thing.
It all depends on what kind of game you're running.
How about weapons? Can I use the list of D&D weapons to give myself more options for archaic weapons? Do I have to change the weapons in any way?
Urban Arcana adds most D&D 3.5 weapons, and this is a good way to go. I'd suggest that if you're using some D&D weapons, use all D&D weapons, overriding d20 Modern stuff. Don't let a katana be a one-handed exotic greatsword, for example. Don't let the collapsible baton be a simple weapon as good as a shortsword. Those are just my preferences, though. Mileage may vary. Again, it depends on the game you want to run. If it's a mostly modern game, you might do well to make people stick with mostly modern weapons. If it's a Buffy type game, you'd be great using mostly D&D weapons, plus firearms.
Good luck!