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[d20 Modern] Test-drive my GI Joe Ninja class...
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<blockquote data-quote="Corporate Dog" data-source="post: 1755416" data-attributes="member: 2512"><p>Hmmm... not sure whether this belonged in the d20 Modern forum, or the House Rules forum, but I'm sure a nice moderator will come along and move me if I'm in the wrong place.</p><p></p><p>I'm throwing together some rules for doing GI Joe with d20 Modern, and my first effort has been a new Ninja advanced class... </p><p></p><p><a href="http://davesanborn.com/ninja.pdf" target="_blank">http://davesanborn.com/ninja.pdf</a> </p><p></p><p>This is my first real experience at doing ANYTHING with d20 Modern, and I'm looking for a little constructive feedback. </p><p></p><p>Just to put the class in context, I'm sticking with the 6 basic classes, reusing the advanced classes in the d20 Modern ruleset that fit the setting, and creating a few new ones. My list of advanced classes looks something like this... </p><p></p><p>- Soldier (as it appears in the core rulebook) </p><p></p><p>- Martial Artist (as it appears in the core rulebook; characters with martial arts training who AREN'T ninja could still multiclass into this) </p><p></p><p>- Field Medic (as it appears in the core rulebook) </p><p></p><p>- Intelligence Agent (new class; passing resemblance to Infiltrator class, albeit, with more Charisma-based special abilities) </p><p></p><p>- Armorer (revamp of Techie; same basic abilities, minus the robot creation) </p><p></p><p>- Saboteur (new class; sort of an "anti-Techie"; special abilities focused on demolition, finding chinks in armor, and adding penalties to opponents' equipment) </p><p></p><p>- Specialist (new class; passing resemblance to Field Scientist class; a catch-all class for science and computer-based experts) </p><p></p><p>- Commander (new class; Charisma-based abilities focused on granting "buffs" to other party members) </p><p></p><p>- Ninja </p><p></p><p>I wanted the Ninja's martial arts to be different enough from the Martial Artist's martial arts that it makes sense to have it as a separate class, and NOT just something you could hobble together from a Martial Artist and an Infiltrator. I THINK I accomplished this... at higher levels, my Ninja class generally does slightly less damage in an unarmed strike than a Martial Artist with similar attributes, but it also tends to get critical strikes more often. </p><p></p><p>I also tried to model my Ninja class after the ninja that we see in GI Joe and not necessarily ninja from history or other sources. So if there's an imbalance between stealth and combat (and there is) it's going to lean towards combat. </p><p></p><p>Let me know what you think. Where's it broken? Is it too munchkin-esque? Too underpowered? Does it need more ability to flip out, kill people, and wail on guitars? I'm all ears. </p><p></p><p>Regards, </p><p>Corporate Dog</p></blockquote><p></p>
[QUOTE="Corporate Dog, post: 1755416, member: 2512"] Hmmm... not sure whether this belonged in the d20 Modern forum, or the House Rules forum, but I'm sure a nice moderator will come along and move me if I'm in the wrong place. I'm throwing together some rules for doing GI Joe with d20 Modern, and my first effort has been a new Ninja advanced class... [url]http://davesanborn.com/ninja.pdf[/url] This is my first real experience at doing ANYTHING with d20 Modern, and I'm looking for a little constructive feedback. Just to put the class in context, I'm sticking with the 6 basic classes, reusing the advanced classes in the d20 Modern ruleset that fit the setting, and creating a few new ones. My list of advanced classes looks something like this... - Soldier (as it appears in the core rulebook) - Martial Artist (as it appears in the core rulebook; characters with martial arts training who AREN'T ninja could still multiclass into this) - Field Medic (as it appears in the core rulebook) - Intelligence Agent (new class; passing resemblance to Infiltrator class, albeit, with more Charisma-based special abilities) - Armorer (revamp of Techie; same basic abilities, minus the robot creation) - Saboteur (new class; sort of an "anti-Techie"; special abilities focused on demolition, finding chinks in armor, and adding penalties to opponents' equipment) - Specialist (new class; passing resemblance to Field Scientist class; a catch-all class for science and computer-based experts) - Commander (new class; Charisma-based abilities focused on granting "buffs" to other party members) - Ninja I wanted the Ninja's martial arts to be different enough from the Martial Artist's martial arts that it makes sense to have it as a separate class, and NOT just something you could hobble together from a Martial Artist and an Infiltrator. I THINK I accomplished this... at higher levels, my Ninja class generally does slightly less damage in an unarmed strike than a Martial Artist with similar attributes, but it also tends to get critical strikes more often. I also tried to model my Ninja class after the ninja that we see in GI Joe and not necessarily ninja from history or other sources. So if there's an imbalance between stealth and combat (and there is) it's going to lean towards combat. Let me know what you think. Where's it broken? Is it too munchkin-esque? Too underpowered? Does it need more ability to flip out, kill people, and wail on guitars? I'm all ears. Regards, Corporate Dog [/QUOTE]
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