D&D 5E Converting 5th Edition Core Books from Forgotten Realms to Post Apocalypse

Spazik420

First Post
Hello fellow RPG fans, I have been DMing a relatively successful 5th Edition Forgotten Realms campaign for about a year now. My party has advanced from Level 1 to Level 9 and is currently involved in a "high fantasy" plot involving the Red Wizards of Thay and some Mind Flayers trying to overthrow Waterdeep and Baldur's Gate from within. It's been pretty fun, but we're looking to try something new.

Most of my group enjoys "Post Apocalyptic" settings and games, specifically Fallout and its spiritual predecessor / successor Wasteland, as well as other more obscure titles like Shadowrun or even some mainstream faire like Mad Max. The 5th Edition rules seem pretty open and malleable, and the DM Guide also has an excellent resource for optional rules to make the game more "gritty", which is something I'd want to incorporate, as the idea of heat exhaustion, radiation poisoning, and running out of water would fit well in a post-apoc setting, and I'd probably also want to slow down healing and reduce or eliminate "magical" healing, so that a bullet wound actually takes days or weeks to heal from. This would make engaging in combat more serious and naturally lend the campaign towards more of an atmosphere of exploration and problem solving, although combat would of course still be there if the players choose to engage.
Although I'm extremely excited to begin working on this project, there are a number of design considerations which significantly deviate from the medieval setting presented in the core handbooks.

Specifically:

1) Races and Classes. This is the big one. Some of the classes port over relatively easily, like Rogues and Rangers. Other classes however are going to take a significant re-imagining, specifically the caster classes. I'm not sure how to handle this part going forward. I feel like incorporating "Psionics" would allow for some "magic" in the world, and I'm also thinking that technology could take the place of magic in many places, especially "lost tech" from "before the war". Like say instead of brewing up potions a character is mixing together some chemicals he found in a chemistry set to make a solvent for XYZ robot part they found. I'm thinking of cutting down on races and encouraging people to play human, but perhaps having 2 or 3 other options like mutant, cyborg, etc. The idea of designing "new" classes with as many abilities as those in the PHB and actually making it balanced is the most daunting part of this project. I may even toy with the idea of starting the players as generic Level 1 "soldiers" and allowing them to "level up" into a skill tree of some sorts, if classes would be unworkable.

2) Weapons and Armor. Not quite as daunting as the first part, and a bit more fun. This part would even be easy enough to make up as you go along. Your players could have XYZ assault rifle from "before the war" and then they find the Mark 2 version that has slightly better range. Balancing is the issue here. Combat would definitely be more ranged, due to guns, but there would still be melee either from radiated animal monsters or raider / zombie type people who have nothing more than a baseball bat or a metal pipe. I think I want to give armor a "damage resistance" to represent lighter arms bouncing off heavier armor, and it would help hit home with the slower healing because when a bullet hits you your character is going to really feel it. I'm also thinking of incorporating "Power Armor", but I don't want everyone just walking around in it. So limiting factors could include the cost of a feat (if most players are human that lets them potentially start in it at Level 1), the cost of the armor itself and whatever power source it runs off of, and then the power armor could also have a store of hit points that renders the armor useless when they run out (and then the player could use their armor repair skill to roll and try and fix it or spend money when they get back to a base camp with an armor smith).

3) Skills and spells. Skills are relatively straightforward. I could simply add more skills like "Knowledge: Machinery" or "Knowledge: Computers" to represent a skill set that's relative to someone in a post apocalyptic future rather than a fantasy middle ages. Spells, if I'm including psionics, would be a bit more tricky. I don't want to truncate the spell list because it would hurt potential casters, but many spells in the 5th Ed PHB would have to be re-worked significantly for a sci-fi setting. Perhaps I'll have Druids and Clerics be "good" psionists, like hippy nature lover types or faith healers, and sorcerers and wizards can be the bad or selfish kind that kill a bunch of people like in Akira. But certain "magicky" spells like Heroes' Feast wouldn't fit at all in a sci-fi setting.

4) "Monsters" and continuity. This last part is deceptively tricky. In middle ages fantasy you can pretty much make up whatever you want. If the technology level doesn't fit from one country to the next or something seems like it shouldn't work, it could just be explained away with "oh, that's magic". In a sci fi setting based on Earth, things have to "fit". If the war was 50 years ago, why does this building look like it was only bombed 10 years ago? Why has this part of the city decayed for 200 years? My players are very perceptive, and they'll notice any holes instantly. So with the monsters or "mobs", there has to be some sort of scientifically based explanation. If they're fighting giant radioactive rats, is this a new species of rodent that evolved in the radiation or is an existing species suffering the effects of radiation? It's easy enough to lift stats from the monster manual, but giving those stats some flavor is going to be a challenge.


So these are the areas I'm going to be working on in the coming weeks and months as this project gets off the ground. Any input is greatly appreciated, as I don't know if I can handle this much creative work by myself. Thanks everyone!
 

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Out of interest, why not just play Fallout? Is it not better suited for this? Also, have you checked out W.O.I.N?

My general view on these kind of things is to keep everything balanced and refluff stuff more than make new stuff.

1. Races - Elves and half-elves can still fit in. Elves can also be a society that lived in bunkers for years while humans slugged it out on the surface. Other races can be various degrees of mutations.

2. Classes - 5e is magic heavy, but it can all be fluffed into psionics/the force style thing without effort. This would leave all classes available.

3. Weapons - Keeping damage per round the same is going to be important for balance. Guns can be re-fluffed bows and crossbows. An assault rifle can do the equivalent of a heavy crossbow without the reloading property. So a heavy crossbow does 5 (1d10) + DEX piercing per shot. A burst from an assault rifle can do 5 (2d4) + DEX piercing per shot with a feat or fighting style adding another d4.

4. Armor - Have power armor be full plate. If you do not limit the classes, the number of players that can use full plate will be lower.

5. Skills and Tools - Rather than Knowledge: Machinery, blacksmith tools could be refluffed to mechanics tools. Computers could be a new tool proficiency. Remember that tool proficiency is used when you need a thing to fully use the proficiency (i.e. Thieves' Tools, Artisan's Tools, etc.).

6. Spells - Lots of potential ways to go with this. Arcane could be refluffed to Psionics, clerics and paladins are blessed by the gods, and druids have tapped into long forgotten magics. Also, this realm could be a post apocalyptic Faerun, Eberron, or Flaeness. In that case, technology grew up alongside the existing magic before the fall came. Or magic could be reintroduced to the world to cleanse the stain of destruction that technology brought. Or magic caused the apocalypse, and magic users are viewed with suspicion. I cannot think of a spell that cannot exist in a "mind is able to shape reality" world though.

7. The apocalypse could have been brought by aliens invading, experiments that created monstrous races were created in labs as weapons of war for centuries, or the wall between the planes was opened. There really is not much in the MM that could not exist in a post apocalytic world unless you do not want it there.
 

You might first want to do a step 0.

"Post Apocalyptic" is very wide talk to your players to de construct
"Post Apocalyptic" to find out what they specificly like about it.
Is it that it is a hard world, scavenging recources, that is plays out on a version of earth tech level ?

so does it have to be curent day earth that went trough the apocalypse, or would it give them enough
"Post Apocalyptic" feal if it is a fantasy (DnD) world that went trough a apocalypse ?
 

The group I game with we had ran a campaign made from a mix of D20 Modern/Future, D&D 3.5e, D&D 4e, and a few other 3rd party books in a pretty fun post-apocalypse game.

The DM had us roll a 1d3 for our origins either being PA wasteland born, resident/descendant of a Vault Bunker, or a member of one of the COG facilities that were built before the great war. Each of the three origins opened a set of Backgrounds that the player could choose similar to 5e but he allowed the addition of an Occupation from the D20 Modern books as RAW or tweaked for the player.

Wasteland Born PC's tended to have access to things like Survival that the other two would need to train for. Wasteland Born could also choose a race besides Human with the concept of being the surviving race of a pre-war gene splice or other program when the bombs fell.

Resident/Descendants of a Vault Bunker got access to slightly better gear/equipment that those born in the wastes.

COG PC's after rolling a 1d2 would either be awoken from cryosleep or be a descendant of the initial military/government personnel with access to the non-civilian gear/equipment, training simulators, etcetera.
 
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You could pull your players in on designing the classes. Ask them what they want to play (Ranger/scout, Berserker Psycho, Longshot Mcgee of the Jarhead Clan, Mad scientist who Blows things up with his mind) and build classes for them, and a single subclass that fits their goal. Later, if you feel up to it, you can use their ideas as the groundwork for adding other Archetypes. This way, everyone gets exactly what they want to play, and it has some room for growth.
 

First give the players a brief synopsis of the world before and any lore passed down the generations from before the apocalypse so they may know of their lost roots... if you are going the whole modernity burned in apocalypse Y you could pick up copies of the WotC D20 Modern and Future PDF's along with the other supplements for more modern weapons and etcetera.

You could also check out the MSRD's here http://www.dandwiki.com/wiki/MSRD:Modern_System_Reference_Document for a brief overlay of things like weapons and such
 


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