[D20 Modern] TV Shows

EvilDMGuy -- My mistake. I wasn't trying to say that Firefly didn't HAVE high-tech elements. Just that they're pretty far in the background, and in terms of making a campaign based on Firefly's universe, you wouldn't have to alter d20 Modern that much.

We haven't seen much in the way of dogfights or space battles, so aside from calculating distances (this system is X days away at normal speed), you don't have to deal with it a whole lot. I guess that's what I was trying to say. d20 Modern plus a tiny bit of Star Wars for some of the Piloting stuff, and you're good to go.

As for how Mal remained conscious while bleeding horribly, I'd slap two House Rules on that:

1) New down & dying rules. My D&D campaign has been using these for awhile, and the players like it:

If you're taken to negative HP, on your next turn, and on each successive round, make a fort save. The DC is 5+the hole (ie., at -6? The DC is 11)

Make the save, you continue to not die, although you keep losing hit points.
Make the save by ten or more, and you're conscious that round, although you may only take a partial action, and anything strenuous causes an immediate loss of another hit point.
Fail the save, and you go down to Fading.
19 or 20 is an automatic stabilization.
1 is an automatic failure, and down to Fading.

If someone is Fading (Failed their first Fort save, or got taken to negative hit points greater than or equal to their Con), the Fort save is simply the hole. (At -19, the Fort Save is 19).

Make the save, and you continue to live.

You don't have a chance to be conscious.

Only a 20 stabilizes you.

2) I'd consider a house rule for being badly injured, and the badness that being badly injured brings. Something like:

When reduced to less than one-quarter of your normal hit points, you have a big ol' nasty wound. If you do anything more than a partial action, the wound opens and begins to bleed again, 1 hit point per round, with a Treat Injury DC of 15 to get it closed.

If you felt like requiring it to be really heroic to do something once that wound is open, you could also require a Fort save -- so that a tough person could keep going even as they bled to death, while a weaker person would open the wound, do their first action, but then be stopped by the pain after that.

I wouldn't want to make it too tough for people to do heroic stuff with few hit points, though. While I don't love the idea that people with 1 hit point left are just as strong and agile as people at full hit points, I don't want to see people at 1 hit point just roll over and give up.

-Tacky
 

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Oh, and duh -- the reason I wanted to reply first:

A non-fantasy show that would be great under d20 -- Homicide: Life on the Street. Combine it with CSI, and you've got yourself a really interesting setting. Investigators and Field Techs taking down the bad guys, with just enough occasional violence to make a level or two of strong worthwhile. And both shows work well without a true protagonist (even if Grissolm gets more screen time than the rest of the CSIs, the show would work perfectly well without him).

-Tacky
 

takyris said:
1) New down & dying rules. My D&D campaign has been using these for awhile, and the players like it:

If you're taken to negative HP, on your next turn, and on each successive round, make a fort save. The DC is 5+the hole (ie., at -6? The DC is 11)

Make the save, you continue to not die, although you keep losing hit points.
Make the save by ten or more, and you're conscious that round, although you may only take a partial action, and anything strenuous causes an immediate loss of another hit point.
Fail the save, and you go down to Fading.
19 or 20 is an automatic stabilization.
1 is an automatic failure, and down to Fading.

If someone is Fading (Failed their first Fort save, or got taken to negative hit points greater than or equal to their Con), the Fort save is simply the hole. (At -19, the Fort Save is 19).

Make the save, and you continue to live.

You don't have a chance to be conscious.

Only a 20 stabilizes you. [/B]

You can almost simulate this house rule by changing one word in the d20M book. Page 131, sidebar, paragraph titled -1 to -9 Hit Points, change the word "Hour" to the word "Round".
 

It would work

While I think the idea is good, overall the game mechanics don't support this as well as other systems do.

What I mean is, that losing a hit point every [time period], as per the rules, still gives a finite amount of time to do anything. If a situation were to come up, and the rules say it takes y time periods but everyone knows the character only has x (which is less than y) time periods left before -10, there isn't drama but defeat. Mostly because my players feel cheated if I bend the rules and they know it just to give them a chance. They would rather accept death by the rules than fudging it. This is the reason that I say that d20 systems, that I have seen, don't support drama that well. Unless action points or something like it can be used to delay death without stopping it.

Having said that, yes, this could work. I do like the idea of a continuous CON save until death actually occurs. That isn't a bad idea. Reminds me of Living Steel where you could take 1 million in damage and there is still a chance, a small one, that you could pull through. Also, it does make it more heroic.

Hopefully it is the Tough Hero that is making these saves! :)

turlough
 

I can't believe no-one's mentioned the greatest adventure series of all time: The Avengers (and poor John Steed got his name mispelled in d20 Modern!).

John Steed: Dedicated/Charismatic
Mrs. Catherine Gale: Smart/Fast
Mrs. Emma Peel: Fast/Charismatic/Smart
Tara King: Charismatic
 

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