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D20 Modern - What are your house rules?
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<blockquote data-quote="The Shaman" data-source="post: 2609217" data-attributes="member: 26473"><p>My list is pretty short - in addition to these, I also use the Cool check variant developed by Rich Redman and suppressing and covering fire from <em>Spycraft Lite</em>.</p><p></p><p><span style="color: green"><u><strong>Vehicle Acceleration</strong></u></span></p><p>From a standing start a vehicle may move up to one-quarter its maximum speed on the first round, one-half its maximum speed on the second round, and maximum speed on the third and subsequent rounds.</p><p></p><p>If a vehicle in motion is operated at less than half-speed, the vehicle may increase its speed by one-quarter its maximum speed on the next round and may move at maximum speed each round thereafter until its speed drop to less than one-half maximum.</p><p></p><p><span style="color: green"><u><strong>Kneeling</strong></u></span></p><p>Kneeling, sitting or dropping prone is a free action. Rising from a kneeling position is either a free action or a move action at the GM’s discretion – a character may drop to one knee (to receive a Defense bump, for example) and rise as a free action, while a character praying from a kneeling position would rise as a move action.</p><p></p><p>Rising from sitting or prone still requires a move action to complete.</p><p></p><p><span style="color: green"><u><strong>Revised skill: Knowledge (military science)</strong></u></span></p><p>The revised Knowledge (tactics) skill reads as follows:</p><p></p><p><strong>Knowledge (military science)</strong>: <em>Military organization and administration, history and traditions, combat tactics and maneuver, logistics, and military justice.</em></p><p></p><p>Knowledge (military science) provides the same benefits outlined by the present rules and meets the prerequisite for any class ability, skill, or feat as the present Knowledge (tactics) skill. In addition, Knowledge (military science) has a number of other uses. For example: <ul> <li data-xf-list-type="ul">a character with Knowledge (military science) observing another character in uniform can identify the country and branch of service (DC 15), the character’s rank (DC 20) and unit (DC 25), what service medals the character has won by her or his ribbons (DC 30), and that at least one of the ribbons is fake because the character couldn’t possibly have been present in the theatre of operations to receive it (DC 35) </li> <li data-xf-list-type="ul">a character using Knowledge (military science) studying satellite photos of a military installation can identify that the installation is a fuel and weapons depot (DC 15) for mechanized infantry (DC 20) in at least battalion strength (DC 25)</li> </ul><p>Knowledge (military science) shares synergies like that of the present Knowledge (tactics), but may have some other applications as well. For example: <ul> <li data-xf-list-type="ul">Knowledge (military science) provides a synergy bonus to Knowledge (civics) for military justice including courts martial – anyone interested in playing a JAG attorney or NIS agent? </li> <li data-xf-list-type="ul">Knowledge (military science) provides a synergy bonus to Knowledge (technology) for identifying the capabilities of a new weapons system </li> <li data-xf-list-type="ul">Knowledge (military science) provides a synergy bonus to Knowledge (history) for the location of bunkers built for a battle decades ago</li> </ul><p><span style="color: green"><u><strong>New skill: Craft (culinary arts)</strong></u></span></p><p>The new Craft skill reads as follows:</p><p></p><p><strong>Craft (culinary arts)</strong>: <em>Food preparation, menu planning, and food preservation and storage.</em></p><p></p><p>Examples of Craft (culinary arts) in the game: <ul> <li data-xf-list-type="ul">Recognizing the ingredients of a dish by taste or presentation</li> <li data-xf-list-type="ul">Preserving foods for travel</li> <li data-xf-list-type="ul">Correctly planning rations needed for an expedition</li> <li data-xf-list-type="ul">Preparing a <em>cordon bleu</em> meal</li> <li data-xf-list-type="ul">Identifying a fine wine</li> </ul><p></p><p>Possible synergies include Diplomacy, Knowledge (history), and Bluff.</p><p></p><p><span style="color: green"><u><strong>Revised feats: Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency</strong></u></span></p><p>The light, medium, and heavy armor feats are replaced by the Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency feats</p><p></p><p><strong>Concealable Armor Proficiency</strong></p><p>You are proficient with concealable armor (see Table 4-9).</p><p><em>Benefit</em>: When you wear a type of armor with which you are proficient, you get to add the armor’s entire equipment bonus to your Defense.</p><p><em>Normal</em>: A character who wears armor with which s/he is not proficient takes an armor penalty on checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. Also, a character who wears armor with which s/he is not proficient adds only a portion of the armor’s equipment bonus to her Defense.</p><p></p><p><strong>Tactical Armor Proficiency</strong></p><p>You are proficient with tactical armor (see Table 4-9).</p><p><em>Benefit</em>: See Concealable Armor Proficiency.</p><p><em>Normal</em>: See Concealable Armor Proficiency</p><p></p><p><strong>Archaic Armor Proficiency</strong></p><p>You are proficient with archaic armor (see Table 4-9).</p><p><em>Benefit</em>: See Concealable Armor Proficiency.</p><p><em>Normal</em>: See Concealable Armor Proficiency.</p><p></p><p>Impromptu armor does not require a feat to use proficiently.</p><p></p><p><span style="color: green"><u><strong>Alternate pre-requisites for advanced classes</strong></u></span></p><p>This list is in development. <ul> <li data-xf-list-type="ul"> Daredevil AdC: Player may substitute six ranks in Ride or Balance for required ranks in Drive</li> </ul></blockquote><p></p>
[QUOTE="The Shaman, post: 2609217, member: 26473"] My list is pretty short - in addition to these, I also use the Cool check variant developed by Rich Redman and suppressing and covering fire from [i]Spycraft Lite[/i]. [color=green][u][b]Vehicle Acceleration[/b][/u][/color] From a standing start a vehicle may move up to one-quarter its maximum speed on the first round, one-half its maximum speed on the second round, and maximum speed on the third and subsequent rounds. If a vehicle in motion is operated at less than half-speed, the vehicle may increase its speed by one-quarter its maximum speed on the next round and may move at maximum speed each round thereafter until its speed drop to less than one-half maximum. [color=green][u][b]Kneeling[/b][/u][/color] Kneeling, sitting or dropping prone is a free action. Rising from a kneeling position is either a free action or a move action at the GM’s discretion – a character may drop to one knee (to receive a Defense bump, for example) and rise as a free action, while a character praying from a kneeling position would rise as a move action. Rising from sitting or prone still requires a move action to complete. [color=green][u][b]Revised skill: Knowledge (military science)[/b][/u][/color] The revised Knowledge (tactics) skill reads as follows: [b]Knowledge (military science)[/b]: [i]Military organization and administration, history and traditions, combat tactics and maneuver, logistics, and military justice.[/i] Knowledge (military science) provides the same benefits outlined by the present rules and meets the prerequisite for any class ability, skill, or feat as the present Knowledge (tactics) skill. In addition, Knowledge (military science) has a number of other uses. For example: [list][*]a character with Knowledge (military science) observing another character in uniform can identify the country and branch of service (DC 15), the character’s rank (DC 20) and unit (DC 25), what service medals the character has won by her or his ribbons (DC 30), and that at least one of the ribbons is fake because the character couldn’t possibly have been present in the theatre of operations to receive it (DC 35) [*]a character using Knowledge (military science) studying satellite photos of a military installation can identify that the installation is a fuel and weapons depot (DC 15) for mechanized infantry (DC 20) in at least battalion strength (DC 25)[/list]Knowledge (military science) shares synergies like that of the present Knowledge (tactics), but may have some other applications as well. For example: [list][*]Knowledge (military science) provides a synergy bonus to Knowledge (civics) for military justice including courts martial – anyone interested in playing a JAG attorney or NIS agent? [*]Knowledge (military science) provides a synergy bonus to Knowledge (technology) for identifying the capabilities of a new weapons system [*]Knowledge (military science) provides a synergy bonus to Knowledge (history) for the location of bunkers built for a battle decades ago[/list][color=green][u][b]New skill: Craft (culinary arts)[/b][/u][/color] The new Craft skill reads as follows: [b]Craft (culinary arts)[/b]: [i]Food preparation, menu planning, and food preservation and storage.[/i] Examples of Craft (culinary arts) in the game:[list][*]Recognizing the ingredients of a dish by taste or presentation [*]Preserving foods for travel [*]Correctly planning rations needed for an expedition [*]Preparing a [i]cordon bleu[/i] meal [*]Identifying a fine wine[/list] Possible synergies include Diplomacy, Knowledge (history), and Bluff. [color=green][u][b]Revised feats: Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency[/b][/u][/color] The light, medium, and heavy armor feats are replaced by the Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency feats [b]Concealable Armor Proficiency[/b] You are proficient with concealable armor (see Table 4-9). [i]Benefit[/i]: When you wear a type of armor with which you are proficient, you get to add the armor’s entire equipment bonus to your Defense. [i]Normal[/i]: A character who wears armor with which s/he is not proficient takes an armor penalty on checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. Also, a character who wears armor with which s/he is not proficient adds only a portion of the armor’s equipment bonus to her Defense. [b]Tactical Armor Proficiency[/b] You are proficient with tactical armor (see Table 4-9). [i]Benefit[/i]: See Concealable Armor Proficiency. [i]Normal[/i]: See Concealable Armor Proficiency [b]Archaic Armor Proficiency[/b] You are proficient with archaic armor (see Table 4-9). [i]Benefit[/i]: See Concealable Armor Proficiency. [i]Normal[/i]: See Concealable Armor Proficiency. Impromptu armor does not require a feat to use proficiently. [color=green][u][b]Alternate pre-requisites for advanced classes[/b][/u][/color] This list is in development.[list][*] Daredevil AdC: Player may substitute six ranks in Ride or Balance for required ranks in Drive[/list] [/QUOTE]
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