Estlor
Explorer
Last week my gaming group got to talking about how we could change things up and keep 4e fresh and more than a string of dungeon crawl combats (we're currently still in heroic tier playing through the WotC PoL adventures). Aside from working in an alternating Eberron campaign, a comment was made about how you "can't use D&D in a modern setting," which I immediately took as a challenge to prove them wrong.
The way I see it, there are really three hurdles you have to overcome: flavor, equipment, and races. I've been doing some brainstorming and thought I'd kick it out to the ENWorld community and see if anyone else had thought about similar things.
Races are probably the easiest thing to handle. All PCs are humans, but most of the races without mystical powers can be repackaged as types of humans. Dwarves become "sturdy humans," elves become, "agile humans," half-orc become, "brawny humans," tieflings become, "vengeful humans," and so on. Mechanically, it works out something like this:
As for equipment, the real challenge seems to be how you explain armor and melee weapons. To me, it seems the best thing to do with armor is convert it into a class-based enhancement bonus. The upside to this is you maintain the same level of AC defense that D&D assumes without needing to explain why you're walking around in plate mail in the modern age. The downside (maybe) is now you've adjusted the economics of the world; PCs don't necessarily need to buy magic "armor" unless they want a specific special ability/power it grants, and even then they only have to spend for the lowest level's cost to get it. Of course, IMHO, if skewed wealth is an issue you can handle that easily enough by subtracting an appropriate number of treasure parcels over their life to offset the "free" armor.
What I end up with are four Defense Tracks - Light, Mild, Medium, and Heavy. Light corresponds to Cloth Armor, Mild to a melding of Leather and Hide, Medium to a melding of Chain and Scale, and Heavy to Plate. You get an increasing enhancement bonus to AC every five levels. Classes give you access to one or more Defense Tracks from which you pick one that you're stuck with. You can use Defense Track Proficiency (Mild, Medium, or Heavy) to upgrade. So I'm playing a fighter. At 1st level I decide if he's a Mild Defense fighter or a Medium Defense fighter and go with it. If I'm a tempest or battlerage fighter I'm probably picking Mild, otherwise I'm picking Medium.
There would be feats similar to armor specialization. Mild Defense Specialization would offer a +1 feat bonus to AC. Medium Defense Specialization would offer a +1 feat bonus to AC and reduce the speed penalty by 1. Heavy Defense Specialization would offer a +1 feat bonus to AC and reduce the skill penalty by 1. So if everybody took their specialization feats, Light Amor gives you nothing, Mild Armor gives you a +1 to AC, Medium gives you a +1 to AC with a -1 skill penalty, and Heavy gives you a +1 to AC with a -1 skill and speed penalty. I kind of like the elegance of a maximized Defense Track stepping up one level of rider effects with each track. Of course, it means you have to wait till that divisible by 5 level to increase your AC... not sure how that changes the dynamic of combat.
Guns are the other troublesome aspect. Realistically, guns break any sort of HP model of damage/health. They blow through conventional armor and if you get hit in the right place, you're dead. Period. Now there has to be a certain degree of abstraction so I figure the damage of a gun becomes something in line with the bows and crossbows and they target Reflex instead of AC. The trick, of course, is finding a balance between "realistic" simulation versus so good everyone uses it.
In terms of flavor, I go back and forth between whether "modern" becomes current day or "modern" is World War II era. The advantages of the latter is you can work a lot of Nazi occultism into the flavor of the setting (and steal heavily from ideas presented in the Fullmetal Alchemist anime), plus you don't have to worry about every PC carrying a cell phone and a submachine gun with them. I also think you need to do some class limitations, perhaps to just martial and primal to start the campaign. Certain aspects of primal classes get a bit fantastical, but for the most part those classes could be grounded in the real world. If you approach the world from the Elements of Magic: Mythic Earth concept of two worlds (which dovetails nicely with stealing things from Fullmetal Alchemist) there is a place for Arcane classes and races like the Eladrin, but it's something you wouldn't necessarily want starting PCs to have access to. I'm thinking something like requiring a martial or primal starting class, but then permitting multiclassing into arcane classes or (if a certain point in the plot has occurred and the PCs are mixing freely with the people of Gaia/Shamballa) replacing a dead PC with an arcane PC.
Some of this is still very nebulous and sketchy. Just an exersice in public brainstorming... Anyone else attempted to run a modern setting with 4e yet? Any advice? Any serious balance concerns I should reconsider before I fall headlong into them?
The way I see it, there are really three hurdles you have to overcome: flavor, equipment, and races. I've been doing some brainstorming and thought I'd kick it out to the ENWorld community and see if anyone else had thought about similar things.
Races are probably the easiest thing to handle. All PCs are humans, but most of the races without mystical powers can be repackaged as types of humans. Dwarves become "sturdy humans," elves become, "agile humans," half-orc become, "brawny humans," tieflings become, "vengeful humans," and so on. Mechanically, it works out something like this:
- Human (Adaptable Human) - No changes
- Dwaf (Sturdy Human) - No changes
- Elf (Agile Human) - Drop fey origin
- Half-Elf (Versitile Human) - No changes, but Dual Heritage's flavor changes to imply choosing between "Adaptable" human and "Agile" human feats.
- Tiefling (Vengeful Human) - No changes
- Deva (Insightful Human) - No changes
- Goliath (Powerful Human) - No changes
- Half-Orc (Brawny Human) - No changes
- Shifter (Athletic Human) - Shifting is explained as a burst of adrenaline; there is no accompanying physical change
- Changeling (Resourceful Human) - Drop shapechanger. Changling Disguise doesn't change your form, but allows you to accurately mimic the accent and mannerisms of different human cultures.
As for equipment, the real challenge seems to be how you explain armor and melee weapons. To me, it seems the best thing to do with armor is convert it into a class-based enhancement bonus. The upside to this is you maintain the same level of AC defense that D&D assumes without needing to explain why you're walking around in plate mail in the modern age. The downside (maybe) is now you've adjusted the economics of the world; PCs don't necessarily need to buy magic "armor" unless they want a specific special ability/power it grants, and even then they only have to spend for the lowest level's cost to get it. Of course, IMHO, if skewed wealth is an issue you can handle that easily enough by subtracting an appropriate number of treasure parcels over their life to offset the "free" armor.
What I end up with are four Defense Tracks - Light, Mild, Medium, and Heavy. Light corresponds to Cloth Armor, Mild to a melding of Leather and Hide, Medium to a melding of Chain and Scale, and Heavy to Plate. You get an increasing enhancement bonus to AC every five levels. Classes give you access to one or more Defense Tracks from which you pick one that you're stuck with. You can use Defense Track Proficiency (Mild, Medium, or Heavy) to upgrade. So I'm playing a fighter. At 1st level I decide if he's a Mild Defense fighter or a Medium Defense fighter and go with it. If I'm a tempest or battlerage fighter I'm probably picking Mild, otherwise I'm picking Medium.
HTML:
Level Light Mild Medium Heavy
1 +0 +3 +6 +8
5 +1 +4 +7 +9
10 +2 +5 +9 +11
15 +3 +6 +11 +13
20 +5 +8 +13 +15
25 +6 +9 +15 +17
30 +8 +11 +18 +20
Skill - - -1 -2
Speed - - -1 -1
Guns are the other troublesome aspect. Realistically, guns break any sort of HP model of damage/health. They blow through conventional armor and if you get hit in the right place, you're dead. Period. Now there has to be a certain degree of abstraction so I figure the damage of a gun becomes something in line with the bows and crossbows and they target Reflex instead of AC. The trick, of course, is finding a balance between "realistic" simulation versus so good everyone uses it.
In terms of flavor, I go back and forth between whether "modern" becomes current day or "modern" is World War II era. The advantages of the latter is you can work a lot of Nazi occultism into the flavor of the setting (and steal heavily from ideas presented in the Fullmetal Alchemist anime), plus you don't have to worry about every PC carrying a cell phone and a submachine gun with them. I also think you need to do some class limitations, perhaps to just martial and primal to start the campaign. Certain aspects of primal classes get a bit fantastical, but for the most part those classes could be grounded in the real world. If you approach the world from the Elements of Magic: Mythic Earth concept of two worlds (which dovetails nicely with stealing things from Fullmetal Alchemist) there is a place for Arcane classes and races like the Eladrin, but it's something you wouldn't necessarily want starting PCs to have access to. I'm thinking something like requiring a martial or primal starting class, but then permitting multiclassing into arcane classes or (if a certain point in the plot has occurred and the PCs are mixing freely with the people of Gaia/Shamballa) replacing a dead PC with an arcane PC.
Some of this is still very nebulous and sketchy. Just an exersice in public brainstorming... Anyone else attempted to run a modern setting with 4e yet? Any advice? Any serious balance concerns I should reconsider before I fall headlong into them?