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D20 Modern + Cthulhu D20: What would you do?
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<blockquote data-quote="takyris" data-source="post: 1670437" data-attributes="member: 5171"><p>Only issues I can think of:</p><p></p><p>1) People are a bit more durable in d20 Modern. Their defenses will be higher, so if you fling monsters at them, don't hold back. On the other hand, d20M saves are generally a bit lower, so Will saves and Fort saves are pretty nasty. Expect people to blow them a fair amount of the time. If you're going for scariness, lots of monsters that do a little damage (2 claws for d4+1 apiece, for example) are better than a monster that can do a lot (1 slam for 2d6+5 or something), because that big guy can take somebody out in one hit. A mixture is always appropriate, but the one hit guy shouldn't be the regular normal baddie.</p><p></p><p>2) I believe that CoC character creation is a bit easier, so if you're gonna have people make up characters on the spot, it's easier to use CoC stuff -- unless, of course, they all know d20M already.</p><p></p><p>3) Decide right away whether you want to use 10 or Con as your MDT, and whether you want a failed save to kill you or take you to -1. I personally tink that Con and -1 are fine, even for CoC, but mileage may vary.</p><p></p><p>4) Unless you're making PCs yourself, stress to folks how important skills are. CoC isn't as much fun when the PCs are all Strong/Fast martial artists. It's best when you've got Smart/Dedicated or Charismatic/Fast people running around trying not to die. This is why I tend to make characters for my players in one-shot adventures like this. And, to be fair, you should legitimately make skills important and helpful, so that the Smart/Charismatic guy doesn't feel like a loser when he can't hit the zombies with his revolver.</p><p></p><p>5) Stat up good improvised weapons for d20 Modern -- stuff that is better than normal improvised weapons but not as good as a Simple weapon. People are gonna want to grab stuff. For example, I statted a sledgehammer as an Archaic weapon equivalent to a normal warhammer but requiring two hands to use (since, well, it's not built for combat). This means that a "no combat training" PC who grabs it is swinging at -4 for 1d8, but somebody with archaic weapons proficiency might find it an actual useful tool.</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="takyris, post: 1670437, member: 5171"] Only issues I can think of: 1) People are a bit more durable in d20 Modern. Their defenses will be higher, so if you fling monsters at them, don't hold back. On the other hand, d20M saves are generally a bit lower, so Will saves and Fort saves are pretty nasty. Expect people to blow them a fair amount of the time. If you're going for scariness, lots of monsters that do a little damage (2 claws for d4+1 apiece, for example) are better than a monster that can do a lot (1 slam for 2d6+5 or something), because that big guy can take somebody out in one hit. A mixture is always appropriate, but the one hit guy shouldn't be the regular normal baddie. 2) I believe that CoC character creation is a bit easier, so if you're gonna have people make up characters on the spot, it's easier to use CoC stuff -- unless, of course, they all know d20M already. 3) Decide right away whether you want to use 10 or Con as your MDT, and whether you want a failed save to kill you or take you to -1. I personally tink that Con and -1 are fine, even for CoC, but mileage may vary. 4) Unless you're making PCs yourself, stress to folks how important skills are. CoC isn't as much fun when the PCs are all Strong/Fast martial artists. It's best when you've got Smart/Dedicated or Charismatic/Fast people running around trying not to die. This is why I tend to make characters for my players in one-shot adventures like this. And, to be fair, you should legitimately make skills important and helpful, so that the Smart/Charismatic guy doesn't feel like a loser when he can't hit the zombies with his revolver. 5) Stat up good improvised weapons for d20 Modern -- stuff that is better than normal improvised weapons but not as good as a Simple weapon. People are gonna want to grab stuff. For example, I statted a sledgehammer as an Archaic weapon equivalent to a normal warhammer but requiring two hands to use (since, well, it's not built for combat). This means that a "no combat training" PC who grabs it is swinging at -4 for 1d8, but somebody with archaic weapons proficiency might find it an actual useful tool. Hope this helps! [/QUOTE]
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