d20 Fantasy

I would be very careful about using the Gangster as a rogue. DnD is a more powerful setting than D20 Modern, and it's not right that a Modern AdC somehow got sneak attack nearly on par with what the rogue got. You could trade it for +2 damage each time they would have got sneak attack - that's about half the bonus, and won't force a save vs massive damage every time it's used.

For the Sorcerer, I would use Modern Players Companion - Adept class.
The monk would need it's own class. (If I were running this world, I wouldn't bother making the monk. But that's just me.)

The Thrasher doesn't really fit in a low-magic setting, unfortunately. You would need to do something about the DR. You might also want to extract magic from the Archaic Weaponsmaster and Swashbuckler and replace them with something else.
 

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malladin said:
The game sounds cool though. Any chance of a bit of insight into the background?

Well, so long as my players don't find out too much...

There isnt a whole lot written up at the moment. I've had too many things going on to write down a lot of my ideas. But the basic point is to use all of the old spelljammer materials I can as sources for ships and ideas, but I am going to be writing my own history and such.

I dislike the whole Crystal Spheres thing, and I'm not setting it in Krynnspace, or Greyspace, or any other like that. If I feel the need to visit Greyhawk, it'll be more along the lines of its another planet. No planes of existence. No magic users needed to pilot the spelljammer-esque ships.

(I can hear it now...'And this is spelljammer...why?')

I'm using spelljammer for inspiration, and throwing away the bits I don't like. If I say Spelljammer people know exactly what style Im using as opposed to 'my age of sail spacefaring game kinda like x and y games...'

Anyway, back to the point. I also want to use gunpowder (so guns and sailing ships from d20 past in a d20 future setting).

Ok, basically, ships and other technology is powered by magic, but it doesn't come directly from spellcasters. Instead the power source is a stone that works a lot like a magical battery. This provides the air for the crew, water, and all those such things. These stones are available in smaller sizes to power magic (basically allowing free spell slot use like some magic items do), with similar cost to buy. The stones eventually drain out, and the ship will eventually maneuver less well, and could be left adrift in space (hence the need to come to port once in a while to refuel).

And for those who ask about the ship stones and casters...don't. Opening yourself to a fully operational fuel stone is like jumping into a fire. Not a campfire, mind you, lets say the middle of the forest in the western states in mid summer kind of fire. Very bad idea.

Magic and technology dont mix...that is tech based on normal physics. There is a bunch of magical technology available that duplicates the regular stuff, but it is much more expensive. The reason being that anyone too close to a power stone who tries to use a tech device is likely to get at best a failure, and at worst an explosion. (You wanna get rid of that spellcaster? Con him into using that pistol.) The more magic energy in the area, the more likely the failure is. Ship stones are fully shielded, allowing cannon to work, but if the shielding is broken, the cannon could badly backfire.

Only the absolutely wealthiest can afford the magical versions of technology because it takes magic users (and to a limited degree psionics) dedicated to nothing but making the devices instead of their regular research or spellcasting, and each item takes a lot of time to finish. Gunpowder is more volatile, but cheaper.

Setting wise, 'Jammers ply the trade routes between planets. Ships come in all sizes from 6 man skiffs for in-system travel to massive mega-ton barges that carry trade to other stars. The human empire spans about 16 systems, with a number of human (and human-like) supporting worlds. On the fringes of the Empire are the Drow, Ilithids, and Neogi (because their ships are just too cool to ignore from spelljammer) who are pressing on the borders, trying to disrupt traffic and trade, and many fear, trying to take some of those worlds from us. War is expected by the average Imperial citizen, though as voyages often take weeks to complete, a system could fall to the enemy long before a response could be sent, so a war may have started by now (only the DM knows for sure, hehe).

The beginning of the campaign sees our heroes as disparate passengers on a courier type vessel headed outbound to the fringe. What will they find when they get there?

Sorry, my players read these boards, so I cant post any details until after our first session (hopefully in the next week or so).
 


Ranger REG said:
But not many gamers bought GT. I know I'm not buying it anytime soon. I already got d20 Modern.

The solution seems simple to me: Buy Grim Tales. :D More then likely books that get recomended are books people don't have. If you had the books, I wouldn't have to tell you how good they are; you'd already know ;)
 

Just to chime in, my suggestion is Grim Tales. But I also recommend that you find the Polyhedron for the Iron Lords of Jupiter, which has more low-tech/fantasy oriented variations of some advanced classes (I don't have the magazine on hand, but to the best of my memory): archer (gunslinger), wise one (field medic), explorer, engineer (techie), scholar (field scientist), and trader.
 

I've been GM'ing a D20 Modern version of Zelazny's Amber that has been a lot of fun using the 2nd World Sourcebook to manage the tech & magic aspects of the game. Its well written and had a lot of great tips for handling different "shadows" and their unique magical and technological aspects.
 


It appears that Grim Tales has a number of votes and for the record I do own a copy of it. While I like it, I prefer d20 Modern simply because of it's availabilty. As I live in small town Idaho the only gaming I do is play by post and most of my players don't have access to the vast library of game books at my disposal. The SRD being online makes it easy for "part-time gamers," not deeply invested in gaming to access the rules.

I like Grim Tales and both myself and TerraDave think it fits best with the feel of Terra Viejo, I just like making things easy on myself. If anyone knows of a online version of Grim Tales (at least all of it that is open content) I'd be happy to take a look.
 
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(Psi)SeveredHead said:
I would be very careful about using the Gangster as a rogue. DnD is a more powerful setting than D20 Modern, and it's not right that a Modern AdC somehow got sneak attack nearly on par with what the rogue got. You could trade it for +2 damage each time they would have got sneak attack - that's about half the bonus, and won't force a save vs massive damage every time it's used.
assuming optimum progression, the gangster gets +1d6 at 4th level, which grows to +4d6 at 13th. That doesn't even come close to the rogue, who gets his +1d6 at first level, has +7d6 by 13th, and tops out ad +10d6. Nor, for that matter, does it match the Mage (or the Pulp Scientist for that matter), whose spells can do 1d6 damage per caster level. If you've got Urban Arcana level spell progression, you'll be forcing MDTs quite a bit, whether or not you include the gangster.
 

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