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d20 Modern Reboot: What Would You Want to See?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5340724" data-attributes="member: 710"><p>4efiy it is always my answer here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>But go further then 4E. Find the non-combat roles and make them a fundamental part of the game.</p><p></p><p>D20 Modern had a strong concept I liked in theory but in practice fell flat - that you multiclass more. I particularly like the idea of multiclassing a "physical" class (Strong, Fast, Tough) with one mental class (Smart, Dedicated, Charismatic) to define the style of a character - you have a "combat" side and a "non-combat "side you can flesh out this way.</p><p></p><p>I would see a 4Eized d20 Modern 2.0 have a character mix & match a combat role with a non-combat role. </p><p></p><p>Possible Combat Roles: </p><p>Defender, Striker, Leader (I ignore Controller for a modern system with lots of firearms - some defenders will be melee brutes and fit the 4E D&D Defender, some will use ranged weapons and fit the Controller)</p><p></p><p>Possible Non-Combat Roles: </p><p>Face, Guide, Sage, Techie. A guy to talk, a guy getting you where you need to be (so Drivers, Pilots, Rangers all can apply), a guy that knows stuff, and a guy that builds stuff.</p><p></p><p>Combat Powers and non-combat powers would work similar but more clearly distinguished as it is in D&D 4. (Utility Powers serve both combat and non-combat purposes and I just see this as a flawed desin in D&D4).</p><p></p><p>I could see d20 Modern 2.0 be a little more equipment-centric in some ways. Your combat role might not necessiarly give you direct powers, but instead it might affect powers given by a weapon.</p><p></p><p>Semi-Automatic Pistol: </p><p><strong>Double Tap (Encounter) - </strong>Ranged Weapon</p><p>Attack: Dexterity vs AC</p><p>Target: 1 Creature</p><p>Hit: 2 [W] + Dex damage.</p><p>Hit (Striker): 3 [W] +Dex damage.</p><p>Hit (Defender): Target is marked until the end of your next turn. </p><p>Hit (Leader): Target suffers a -2 penalty to AC and Reflex defense.</p><p></p><p>Assault Rifle : </p><p><strong>Full Burst (Act) - </strong>Area Burst 1 in Weapon Range</p><p>Defender: Area Burst 2 in Weapon Range</p><p>Attack: Dexterity vs AC</p><p>Target: All creatures in burst.</p><p>Hit: 2 [W] + Dex damage.</p><p>Hit (Defender): Slide target 2 squares.</p><p>Hit (Striker): 3 [W] + Dex damage.</p><p>Hit (Leader): Target is knocked prone.</p><p>Miss: Half damage.</p><p>Effect (Defender): Target is marked until the end of your next turn.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5340724, member: 710"] 4efiy it is always my answer here. :) But go further then 4E. Find the non-combat roles and make them a fundamental part of the game. D20 Modern had a strong concept I liked in theory but in practice fell flat - that you multiclass more. I particularly like the idea of multiclassing a "physical" class (Strong, Fast, Tough) with one mental class (Smart, Dedicated, Charismatic) to define the style of a character - you have a "combat" side and a "non-combat "side you can flesh out this way. I would see a 4Eized d20 Modern 2.0 have a character mix & match a combat role with a non-combat role. Possible Combat Roles: Defender, Striker, Leader (I ignore Controller for a modern system with lots of firearms - some defenders will be melee brutes and fit the 4E D&D Defender, some will use ranged weapons and fit the Controller) Possible Non-Combat Roles: Face, Guide, Sage, Techie. A guy to talk, a guy getting you where you need to be (so Drivers, Pilots, Rangers all can apply), a guy that knows stuff, and a guy that builds stuff. Combat Powers and non-combat powers would work similar but more clearly distinguished as it is in D&D 4. (Utility Powers serve both combat and non-combat purposes and I just see this as a flawed desin in D&D4). I could see d20 Modern 2.0 be a little more equipment-centric in some ways. Your combat role might not necessiarly give you direct powers, but instead it might affect powers given by a weapon. Semi-Automatic Pistol: [B]Double Tap (Encounter) - [/B]Ranged Weapon Attack: Dexterity vs AC Target: 1 Creature Hit: 2 [W] + Dex damage. Hit (Striker): 3 [W] +Dex damage. Hit (Defender): Target is marked until the end of your next turn. Hit (Leader): Target suffers a -2 penalty to AC and Reflex defense. Assault Rifle : [B]Full Burst (Act) - [/B]Area Burst 1 in Weapon Range Defender: Area Burst 2 in Weapon Range Attack: Dexterity vs AC Target: All creatures in burst. Hit: 2 [W] + Dex damage. Hit (Defender): Slide target 2 squares. Hit (Striker): 3 [W] + Dex damage. Hit (Leader): Target is knocked prone. Miss: Half damage. Effect (Defender): Target is marked until the end of your next turn. [/QUOTE]
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