d20 Modern as low fantasy

I've given some thought to how to convert d20 Modern into a low fantasy. Obviously, some skills like Computer use, Drive and Pilot (and maybe demolitions, depending on whether or not any form of black powder exists) and maybe Repair need to go. Probably a few D&D skills could take their place: Use Rope? What else?
 

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alchemy could become a craft skill

alot of the other D&D skills could be made exclusive to AdCs; animal empathy for a druid or ranger AdC, read lips for a rogue AdC, scry for a diviner AdC (? - or added to all magic using AdCs), repair for a gnome tinkerer AdC :D

for feats and such, they could be made into class abilities for PrCs and AdCs, since some of the Modern AdCs emulate D&D classes (cleric, wizard, etc.), with D&D feats built in
 
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How are you planning on handling magic items for this? Since spellcasters need to be higher level to make them I thought increasing the price might work; perhaps a flat doubling of costs. Alternately, just reduce the amount of gold given out.
 

2WS-Steve said:
How are you planning on handling magic items for this? Since spellcasters need to be higher level to make them I thought increasing the price might work; perhaps a flat doubling of costs. Alternately, just reduce the amount of gold given out.
Well, it is low fantasy. I'd probably have magic items not be created by mortals at all. A few minor items could be found or bequethed, but they'd be really special, and would come from some otherworldly source of some kind.
 

What do you mean by low fantasy? Are we talking post apocalyptic here, like Mad Max? Or are you looking for a pre-Renaissance/Medival type of setting?
 

Setting shouldn't really matter much: by low fantasy, I mean one in which really magical, fantastical characters/items/events are much less common than in standard D&D.
 

D20modern is low fantasy.

Well if that's the case, as long as it's in a modern setting everything applies. Skills, feats, everything. I'm running a "low" fantasy campaign in my group and after having an elf in the session I found it was still too "high" fantasy and i need to modern it up more. I find with low fantasy the less you use that is fantastic the more fantastic the stuff you do use appears to be.
 

Hey, I actually have been working on a hybrid of D&D and d20 Modern because I prefer several things (such as the class system) for d20 Modern.

So far I have been able to come as the following professions for a middle ages to ancient fantasy style game.

Descriptions are pending but the names should be self-explanatory. If anyone has any suggestions for adding to this I would appreciate it.

Adventurer
Prerequisites: Age 18+
Skills: Choose one of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Bluff, Climb, Disable Device, Escape Artist, Intimidate, Jump, Knowledge (arcane lore, streetwise, tactics), Move Silently, Ride, Spot, Survival, Swim, Treat Injury
Bonus Feats: Light Armor and Select one of the following: Brawl, Martial Weapon Proficiency, or Medium Armor Proficiency
Starting Wealth: 4d4x10 gp plus weapons totaling 40 gp and an explorer’s outfit

Craftsman
Prerequisites: Age 16+
Skills: Choose three of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Craft (any one), Climb, Handle Animal, Profession (craftsman), Repair, or Ride
Starting Wealth: 3d4x10 gp plus artisan’s outfit

Entertainer
Prerequisites: Age 15+
Skills: Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Bluff, Craft (visual art or writing), Diplomacy, Disguise, or Perform (any), Profession (any).
Reputation Increase: +1
Starting Wealth: 3d4x10 gp plus enertainer’s outfit

Magical
Prerequisites: Age 15+, Magical Talent (Feat)
Skills: Choose three of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Alchemy, Concentration, Dispel Magic, Divination, Knowledge (any), Intuit Direction, Scry, or Spellcraft
Starting Wealth: 5d4x10 gp plus scholar’s outfit or traveler’s outfit

Merchant
Prerequisites: Age 22+
Skills: Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Appraise, Bluff, Diplomacy, Gather Information, Knowledge (business, current events), Profession (Merchant)
Reputation Bonus: +1
Starting Wealth: 5d6x10 gp plus courtier’s outfit

Noble
Prerequisites: Age 16+
Skills: Choose one of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Bluff, Diplomacy, Gamble, Handle Animal, Intimidate, Knowledge (culture, geography, nobility, current events, history), Read/Write Language, Ride, Sense Motive, Speak Language
Reputation Bonus: +2
Starting Wealth: 6d8x10 gp plus noble’s outfit

Outlaw
Prerequisites: Age 15+
Skills: Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Bluff, Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (nature, streetwise), Move Silently, Pickpocket, or Survival.
Bonus Feats: Choose one of the following feats: Martial Weapon Proficiency, Light Armor
Starting Wealth: 3d4x10 gp plus traveler’s outfit

Peasant
Prerequisites: Age 15+
Skills: Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Climb, Gather Information, Handle Animal, Hide, Jump, Knowledge (agriculture, current events), Listen, Profession, Survival, Swim
Bonus Feat: Great Fortitude
Starting Wealth: 5d4 gp plus peasant’s outfit

Religious
Prerequisites: Age 21+
Skills: Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Concentration, Diplomacy, Gather Information, Knowledge (current events, history, theology and philosophy), Read/Write Language, Sense Motive, Speak Language, Treat Injury
Reputation: +1
Starting Wealth: 5d4x10 plus monk’s outfit or cleric’s outfit

Scholar:
Prerequisites: Age 24+
Skills: Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Concentration, Diplomacy, Gather Information, Knowledge (current events, history, theology and philosophy), Read/Write Language, Sense Motive, Speak Language, Treat Injury
Starting Wealth: 5d4x10 gp plus scholar’s outfit

Soldier
Prerequisites: Age 17+
Skills: Choose one of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Climb, Gamble, Handle Animal, Jump, Listen, Ride, Spot, Survival, Treat Injury
Feats: Choose any of the following two Light Armor, Martial Weapon Proficiency, Medium Armor, Shield
Starting Wealth: 3d4x10 gp, scale mail, and any combination of weapons and a shield totaling 40 gp plus traveler’s outfit

Woodsman
Prerequisites: Age 15+
Skills: Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Climb, Handle Animal, Hide, Jump, Listen, Move Silently, Navigate, Spot, Survival, Swim
Feats: Choose any one of the following: Light Armor, Martial Weapon Proficiency
Starting Wealth: 5d4 gp, leather armor, hand axe, a dagger, a short bow, and 1 set of arrows plus explorer’s outfit
 



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