D&D 4E d20 Modern 4E - I want it!

Kheti sa-Menik

First Post
Good god. I hope they don't use anything from 4e in any "new" D20 Modern. I could see something more revised in a D20 Modern, mvoing it from a 3.0/3.5 hybrid to be firmly in 3.5, maybe cleaning up some rules. With the crap that is 4e possibly encroaching on it though, I can see the destruction of a perfectly good RPG.

I will agree with something near the front page though: the capability in the first book to be able run most modern day games should be present, both FX oriented and games with NO FX.
 

log in or register to remove this ad

Nadaka

First Post
I am going to avoid some of the talk here, because it brings up the bile in me. Suffice it to say that at most, I would like to see a very very small fraction of 4e make it into the next iteration of modern. But maybe I am just bitter because modern was practically killed off to make room for 4e.

I think you would not need the "4 classic combat roles" for modern.

Instead I propose 3 basic combat roles.
1: striker: damages enemies
2: defender: protects allies
3: support: improves the effectiveness of allies.

Strong is a striker
Tough is a defender
Charismatic is support.
Dedicated is support/defender.
Fast is a striker/defender hybrid
Smart is a Striker/Support hybrid

Possible non-combat roles to consider:
Face: He has people skills.
Brain: He knows things, or can find them out.
Fixer: He can "acquire" or build needed material.
Wheel-man: can get you where you have to go.
Survivalist: can stay alive in the face of adversity and help his allies do the same.

Face -> charismatic
Brain -> smart, a bit of charismatic/dedicated
Fixer -> smart, a bit of fast
Wheel-man -> tough/fast
Survivalist -> tough/strong
 
Last edited:

SSquirrel

Explorer
Plane Sailing said:
I could imagine a pretty rocking Modern 4e that focusses on Martial power source for everything. Then you could introduce optional power sources for different campaign types e.g.

So Modern Iron Heroes 4E? ;) A simplification to be sure, but sounds like the right idea.
 

Nadaka said:
I am going to avoid some of the talk here, because it brings up the bile in me. Suffice it to say that at most, I would like to see a very very small fraction of 4e make it into the next iteration of modern. But maybe I am just bitter because modern was practically killed off to make room for 4e.

I think you would not need the "4 classic combat roles" for modern.

Instead I propose 3 basic combat roles.
1: striker: damages enemies
2: defender: protects allies
3: support: improves the effectiveness of allies.

Strong is a striker
Tough is a defender
Charismatic is support.
Dedicated is support/defender.
Fast is a striker/defender hybrid
Smart is a Striker/Support hybrid

Possible non-combat roles to consider:
Face: He has people skills.
Brain: He knows things, or can find them out.
Fixer: He can "acquire" or build needed material.
Wheel-man: can get you where you have to go.
Survivalist: can stay alive in the face of adversity and help his allies do the same.

Face -> charismatic
Brain -> smart, a bit of charismatic/dedicated
Fixer -> smart, a bit of fast
Wheel-man -> tough/fast
Survivalist -> tough/strong
I like both your combat and non-combat roles.
I found the distinction Defender/Controller difficult in an environment where most people are supposed to be used ranged weapons. A Defender has now to work at range, and thus the distinction between Controller/Defender go away.

I am not convinced that I still want the old 6 classes. I might prefer having a kind of "multiclass"/"gestalt" system instead.
There are the 3 combat role classes, and there are the 5 non-combat role classes. You pick one combat role class and mix with one non-combat class.
So you could have a Face/Striker, a Face/Defender, or a Brain/Supporter.
With this set of classes, you're very generic. Supplements would focus on adding new powers fitting to each class.
 

Plane Sailing

Astral Admin - Mwahahaha!
gribble said:
I also think a d20 modern-like abstract wealth system is a good fit for 4e.

I think that the failure of the d20 modern wealth system in many peoples experience (including my own) is that it wasn't quite abstract enough.

I've come to the conclusion that you are better off having, say, a 'lifestyle' value and you can have anything below that lifestyle 'for free' and you could voluntarily reduce your lifestyle to get something bigger. You could even have three 'categories' of wealth (as I believe Spycraft 2.0 does with 'lifestyle', 'possessions' and 'spending cash')

Cheers
 

Plane Sailing said:
I think that the failure of the d20 modern wealth system in many peoples experience (including my own) is that it wasn't quite abstract enough.

I've come to the conclusion that you are better off having, say, a 'lifestyle' value and you can have anything below that lifestyle 'for free' and you could voluntarily reduce your lifestyle to get something bigger. You could even have three 'categories' of wealth (as I believe Spycraft 2.0 does with 'lifestyle', 'possessions' and 'spending cash')

Cheers
'Lifestyle' seems to be a common concept in many more modern era (setting) games. I know it from Shadowrun, but I've also seen it in Victoriana.
 

wedgeski

Adventurer
Mourn said:
Option B, please.
Mini's were a massive, gaping hole in d20M support from Wizards. Couldn't agree more. Not only that but a modern take on DDM might be qute cool, and would certainly be a requirement for them to invest in mini's production.
 

DarkKestral

First Post
Mustrum_Ridcully said:
I like both your combat and non-combat roles.
I found the distinction Defender/Controller difficult in an environment where most people are supposed to be used ranged weapons. A Defender has now to work at range, and thus the distinction between Controller/Defender go away.

I dunno, there's definitely some "wiggle" room. Ranged Defenders are possible, but they need to have some ability to draw fire, but I don't really want to see too many defenders automatically going for SWAT assault armor. (I get why many would, it being the best possible armor in terms of the ability to prevent penetration, but it goes against the general "action movie" ideal generally used for Modern. I suppose a cop-themed game could have it, but it's usually something either all the heroes will have access to or none will; there's not much middle ground.) Ideally, they should also probably have some capacity to ignore or minimize the practical results of certain types of effects, like say suppressive fire.

Besides, if you really want to look at how a good 4-5 man party will work, I'd look at a commando fireteam. Most of 'em work together for years, and they often have group assignments like heavy weapons specialist (probably uses a shotgun, or some form of SAW), grenadier or combat engineer (has a grenade launcher, mines, and explosives) team commander (basically provides tactical info and decides target prioritization), scout (will tend to either have some form of light rifle or instead have something that is single shot and high-powered for max distance and single-target damage) and a radioman (who will help lug stuff around for the engineer or heavy weapons guy). Given those roles, it's clear that we have some basics for each of the 4 roles... HWS takes Defender, as he's going to draw fire and his suppressive fire means that he makes things difficult for attackers to move into position to attack his teammates in the ideal case; commander takes the leader position (in the more warlord-esque style); grenadier/engineer takes up the controller role, as he has a wide array AoE abilities suitable for doing things other than keeping heads down; and the scout and radioman (sometimes the same person, sometimes not) will be most likely to be pure striker types as they aren't as focused on AoE and mostly are going to be used to maximize single target damage against personnel. In some respects, the move to ranged damage being the primary sort used in warfare actually makes being a "defender" significantly easier, as it's possible to lock down multiple enemies somewhat effectively via suppressive fire, particularly when all members of a team aid the SAW user. In a game context, the 5th man could also be a medic (leader more like the cleric) or be another one of the types already mentioned, rather than just purely a rifleman.

I don't know how powers would work in such a context, but if one knows something of military organization, there is definitely support for a 4 combat role system. However, I don't want a game where the roles are totally defined purely in combat. I favor something along the lines of a gestalt-ish system where players take one non-combat role (these will generally have a few combat applications, of course) and one combat role, but have the two not directly linked, so that out-of-combat, players can choose which out-of-combat archetype they want to be.
 

DarkKestral said:
I don't know how powers would work in such a context, but if one knows something of military organization, there is definitely support for a 4 combat role system. However, I don't want a game where the roles are totally defined purely in combat. I favor something along the lines of a gestalt-ish system where players take one non-combat role (these will generally have a few combat applications, of course) and one combat role, but have the two not directly linked, so that out-of-combat, players can choose which out-of-combat archetype they want to be.
Absolutely agree. Linking combat and non-combat role (as far as they exist in 4E) works for D&D, but I feel modern games should be more flexible in that regard.
 


Remove ads

Top