Dr. Confoundo
First Post
I'm trying to put together some stuff for my next campaign after my World War II Superheroes wraps up in the next couple months (using Mutants & Masterminds, naturally). I'm looking at going back to Eberron, because I really dig all of the various factions that are struggling for power in the vacuum created by the end of the war.
Two things that I'd like to utilize are the rules for Starting Occupations and Allegiances from D20 Modern. Allegiances are a natural fit for Eberron, since Alignments are much more free-form there; you can still have people whose first allegiances are to one of the Cardinal Alignments, but you have just as many whose allegiances lie first and formost with a nation, or the allmighty gold piece. I'll also take a look at the old DC Heroes game, and see which of that games' Motivations might be portable.
Starting Occupations might be handy to give my players a little more of a handle on where their characters are coming from. I don't want to have too much in the way of bonuses usable in combat, but if they get a few free points in Craft or Profession, they might actually take those skills.
Has anyone done any work massaging either of these two rules concepts into D&D terms? A pointer to a pre-existing article or downloadable item works just as well for me as comments on this thread.
Thanks!
Two things that I'd like to utilize are the rules for Starting Occupations and Allegiances from D20 Modern. Allegiances are a natural fit for Eberron, since Alignments are much more free-form there; you can still have people whose first allegiances are to one of the Cardinal Alignments, but you have just as many whose allegiances lie first and formost with a nation, or the allmighty gold piece. I'll also take a look at the old DC Heroes game, and see which of that games' Motivations might be portable.
Starting Occupations might be handy to give my players a little more of a handle on where their characters are coming from. I don't want to have too much in the way of bonuses usable in combat, but if they get a few free points in Craft or Profession, they might actually take those skills.
Has anyone done any work massaging either of these two rules concepts into D&D terms? A pointer to a pre-existing article or downloadable item works just as well for me as comments on this thread.
Thanks!