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D&D Modern?
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<blockquote data-quote="ValhallaGH" data-source="post: 5079713" data-attributes="member: 41187"><p>So would the d20 Modern base classes. <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>If you want modern weaponry to be very dangerous then you'll need to make it more powerful than what's listed in the d20 Modern SRD. Adding a flat +4 damage, or +1 die of damage, to all firearms should do the trick.</p><p>If you're willing to shell out a few bucks for the resource, <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=13634&it=1" target="_blank">Year of the Zombie</a> has some vastly improved vehicle stats for modern vehicles. Specifically, they upped the Hardness and HP of these vehicles to get realistic protection from modern weaponry, including being in big trouble against anti-armor weapons. <em>Example:</em> the M1A2 Abrams main battle tank went from Hardness 20 and 64 hp to Hardness 50 and 150 hp; among other things, it was now immune to the M2HB .50 machine gun (which the real tank actually is and the MSRD tank was not).</p><p>If you follow my weapon advice, go ahead and bump all those hardnesses by another 5 to 15 depending upon vehicle.</p><p></p><p>Well, the class defense bonus was intended to close the gap between a D&D character (with armor enhancement, natural armor, deflection, and other bonuses) versus a d20 modern character (and non-enhanced armor). It actually does a pretty good job of pulling the two sets of numbers in line with each other; which is one of Modern's weaknesses, since everyone has a front-line AC but only one specific build has a front-line BAB.</p><p></p><p></p><p>The same things they're dominated by in D&D: high-level (8+) casters. Lacking those, the same things they are dominated by now: the tripod of fire support (artillery and air strikes), armor, and infantry.</p><p>Tanks are awesome but they disintegrate very easily. On the other hand, wizards can't really survive getting shot by one.</p><p></p><p>Well, that's a remark that I hope no one on this forum is foolish enough to touch. In any way for any discussion on this forum.</p><p></p><p>Ah, faith in humanity and the ability of people to put aside differences. Such a noble belief, and so sorely tested.</p><p></p><p>In that case, take a look at the flavor text for <a href="http://en.wikipedia.org/wiki/Shadowrun#Races" target="_blank">Shadowrun</a>. Trolls are always tough, and look like you need to use anti-tank weaponry on them. Orks are always strong and muscular, making them dangerous in close quarters (or when they start carrying <em>really</em> heavy guns). Elves are slim and graceful, while dwarves are squat and physically powerful (not as strong as orks or tough as trolls, they are number 2 in both areas).</p><p></p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5079713, member: 41187"] So would the d20 Modern base classes. ;) If you want modern weaponry to be very dangerous then you'll need to make it more powerful than what's listed in the d20 Modern SRD. Adding a flat +4 damage, or +1 die of damage, to all firearms should do the trick. If you're willing to shell out a few bucks for the resource, [url=http://rpg.drivethrustuff.com/product_info.php?products_id=13634&it=1]Year of the Zombie[/url] has some vastly improved vehicle stats for modern vehicles. Specifically, they upped the Hardness and HP of these vehicles to get realistic protection from modern weaponry, including being in big trouble against anti-armor weapons. [I]Example:[/I] the M1A2 Abrams main battle tank went from Hardness 20 and 64 hp to Hardness 50 and 150 hp; among other things, it was now immune to the M2HB .50 machine gun (which the real tank actually is and the MSRD tank was not). If you follow my weapon advice, go ahead and bump all those hardnesses by another 5 to 15 depending upon vehicle. Well, the class defense bonus was intended to close the gap between a D&D character (with armor enhancement, natural armor, deflection, and other bonuses) versus a d20 modern character (and non-enhanced armor). It actually does a pretty good job of pulling the two sets of numbers in line with each other; which is one of Modern's weaknesses, since everyone has a front-line AC but only one specific build has a front-line BAB. The same things they're dominated by in D&D: high-level (8+) casters. Lacking those, the same things they are dominated by now: the tripod of fire support (artillery and air strikes), armor, and infantry. Tanks are awesome but they disintegrate very easily. On the other hand, wizards can't really survive getting shot by one. Well, that's a remark that I hope no one on this forum is foolish enough to touch. In any way for any discussion on this forum. Ah, faith in humanity and the ability of people to put aside differences. Such a noble belief, and so sorely tested. In that case, take a look at the flavor text for [url=http://en.wikipedia.org/wiki/Shadowrun#Races]Shadowrun[/url]. Trolls are always tough, and look like you need to use anti-tank weaponry on them. Orks are always strong and muscular, making them dangerous in close quarters (or when they start carrying [I]really[/I] heavy guns). Elves are slim and graceful, while dwarves are squat and physically powerful (not as strong as orks or tough as trolls, they are number 2 in both areas). Good luck. [/QUOTE]
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