d20 pre-Modern

Stormborn

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has anyone used the d20 Modern rules for another era? Steampunk, pirates, Classical Era etc.? Does anyone know of a supplement or rule book that does this? I know that Polyhedron has done Pulp Heroes with d20 Modern.
 

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It worked just fine for the 1930s when I ran a short murder mystery campaign, but that's not that long ago.

The big issue I've heard is that you need to tweak the skills -- apparently some classes lose more than others if you go back to an era without, say, electricity. The Techie is sort of hard to run in a Renaissance setting -- although it could be fun to just have him make elaborate clockwork constructs and keep most of the other rules, just utterly ignoring the anachronisms.
 


I did steampunk one-shot a few months back.

Really more of an early pulp thing, set in the 1890s. An homage to Fu Manchu.

Works just fine, although for a more sustained campaign I'd have to think about some rules changes.
 





Byrons_Ghost said:
Does Skull & Bones use the Modern rules? I figured that they'd use the normal D20 rules, have core classes, etc.

Well in reading the preview that they released on their website it would appear that they are using the d20 3.0 or 3.5 rules, since some mention is made of the rogue and fighter classes.
 
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Steampunk setting

Stormborn said:
has anyone used the d20 Modern rules for another era? Steampunk, pirates, Classical Era etc.? Does anyone know of a supplement or rule book that does this? I know that Polyhedron has done Pulp Heroes with d20 Modern.

I am creating a steampunk setting using Gibson/Sterling's The Difference Engine as a starting point. I bought GURPS Steampunk and Steam-Tech. While they're not d20, they have a lot of neat bits and pieces that can easily be converted.

afeldspar
 

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