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d20 Future, Urban Arcana, Corebook Advanced Classes?
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<blockquote data-quote="Mokona" data-source="post: 2290510" data-attributes="member: 24891"><p>I plan to use D20 Modern for a D&D-era game of mine. Here are some notes I wrote.</p><p></p><p>The following classes are for NPC use only: Speed Demon (horsemanship), Techie (construct magician), Techno Mage (a type of sorcerer), Engineer (NPC dwarf technicians only), Space Monkey (clannish races), and Technosavant. I kept these classes for NPCs because some of the abilities allow me to simulate interesting quirks while I can ignore to high-tech abilities that would need to be altered for a PC worthy class.</p><p></p><p>I reserved Helix Warrior for a special racial class (such as dragons, or half-dragon warriors which in my human only game will be NPC restricted).</p><p></p><p>The best choices for a fighter character is one of the following: Martial Artist, Shadow Slayer (limit shadows to one creature type such as fiends), Street Warrior, Field Officer, and Tracer.</p><p></p><p>The only choices for magic-users are: Mystic (a variant cleric), Telepath, Battle Mind, Mage, Acolyte, and Occultist (I'm not sure anyone would want to take Occultist but it fits the secret societies theme of my game).</p><p></p><p>Dreadnought is an awesome class for a tank character and is almost too powerful but I like it so much that I'm keeping it.</p><p></p><p>My game is less combat focused so I let the players have a free hand in picking skills in order to make up for modern only skills on class lists like Drive, Demolitions, Craft (electronics), etc. I allow D&D skills where appropriate such as Perform (oratory) and Use Rope. For the Knowledge skills I mapped standard D&D Knowledges over to D20 Modern terminology.</p><p></p><p>One of my players plans to play an Infiltrator. They're much weaker than Rogues in combat because of the Wizard Base Attack Bonus progression and lack of Sneak Attack damage (which is a plus in my opinion).</p></blockquote><p></p>
[QUOTE="Mokona, post: 2290510, member: 24891"] I plan to use D20 Modern for a D&D-era game of mine. Here are some notes I wrote. The following classes are for NPC use only: Speed Demon (horsemanship), Techie (construct magician), Techno Mage (a type of sorcerer), Engineer (NPC dwarf technicians only), Space Monkey (clannish races), and Technosavant. I kept these classes for NPCs because some of the abilities allow me to simulate interesting quirks while I can ignore to high-tech abilities that would need to be altered for a PC worthy class. I reserved Helix Warrior for a special racial class (such as dragons, or half-dragon warriors which in my human only game will be NPC restricted). The best choices for a fighter character is one of the following: Martial Artist, Shadow Slayer (limit shadows to one creature type such as fiends), Street Warrior, Field Officer, and Tracer. The only choices for magic-users are: Mystic (a variant cleric), Telepath, Battle Mind, Mage, Acolyte, and Occultist (I'm not sure anyone would want to take Occultist but it fits the secret societies theme of my game). Dreadnought is an awesome class for a tank character and is almost too powerful but I like it so much that I'm keeping it. My game is less combat focused so I let the players have a free hand in picking skills in order to make up for modern only skills on class lists like Drive, Demolitions, Craft (electronics), etc. I allow D&D skills where appropriate such as Perform (oratory) and Use Rope. For the Knowledge skills I mapped standard D&D Knowledges over to D20 Modern terminology. One of my players plans to play an Infiltrator. They're much weaker than Rogues in combat because of the Wizard Base Attack Bonus progression and lack of Sneak Attack damage (which is a plus in my opinion). [/QUOTE]
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