Generic Fantasy using D20 Modern Rules

Sargon

First Post
I posted this on RPG.net awhile back and decided to post here as well.

I am in the process of setting up a new campaign. I have decided that I want to use d20 modern as a base, eventhough it will be a fantasy campaign. I do have D&D 3.5, however I have decided to use d20 modern for the following reasons.

1) I like how classes are set up in d20 modern.
2) I like how they have handled martial arts better in d20 modern. I could take say blood and fists and plug it right in.
3) I like the idea of a defense value
4) I like the idea of of how they did alignment

I know about Grim Tales, don't know if I want my camapaign to be to pulpy, need more research on that.

I also stumbled on Classically modern.

I was wondering if anyone else has thought about this, or other sites that are working on it.

If I did a straight 3.5 style game, I would probably end up using the generic classes from UA and then everything prestige from that.
 

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Granted, I haven't seen Grim Tales so I don't know if they integrated or adapted "pulp" element into the class markup, but I see such book like any d20 books: a full set of component rules mechanics. Just pick and choose, and if you can, tweak it to fit your style of game.
 

I'm going to go out on a rather arrogant limb and assume you've never played d20M before. If you have, please pretend the remainder of this post is about kittens or raindrops or something.


d20M rules in a normal 3.5 game is asking for a really "grim & gritty" game.

* No healing magic until around 4th level. This is really tough even in a d20M game. Getting hurt is very dangerous. You will have to have so many healing potions dropped all over the world that your players will think they're in a Final Fantasy game or something. I know you said you'll be using the UA classes, but you'll have to have two "spellcasters" who know healing magic. The other classes won't cut it.

* Low damage threshhold. You'll have to drop this outright. The damage threshold in D&D is 50. Which is to say if you take 50 points of damage you have to make a fort save or die. In d20M it drops to 25 for "high adventure" but it is reccomended to be at the character's CON score. You have any idea how easy it is to do 14 points of damage?

* The spell list is jiggered with the assumption that everyone in the party has a pistol or other such weapon. The player-available magic in d20M is nothing to write home about.

To put it simply the Strong Hero and other d20M classes can get grinded into paste in a 3.5 world.

If you're going to go this route, I would suggest you incorporate the archetypes found in Midnight. They compensate for the lack of magicial power available to the party. This might tilt the balance of power back in favor of the players however, as Midnight assumes a general lack of magical items. But it's just a thought.
 

It boils down to how much magic do you want - D20M is more balance without magic than with it.

If you want to run D20 Modern Medieval with no magic the rules will work fine, with the exception of Sunder and mounted combat. (Spirited Charge is too powerful for a Modern game.)

If you want to use DnD monsters you're out of luck. Their CRs assume you have access to magic, and removing magic won't simply alter their CRs upwards (you would need to tweak all their stats). You can use the monsters from D20 Modern but, to be honest, most of them aren't well-balanced for a Modern campaign, plus the "Shadowkind Occupation" makes me see red.

The lack of healing isn't too bad if you use balanced encounters (which means no high magic, no dragons, and no rocket launchers). Treat Injury will stop characters from bleeding to death no matter the amount of tech or magic, and you can always treat a medicine bag as a medical kit.

If you're handing out magic items you will immediately run into a problem, and if you're using high-damage opponents (like a Strong Hero/Soldier with a +1 flaming battleaxe) then you'll want to boost the MDT to 50.
 



I also found the ideas in the DarkLore Campaign Primer (referenced by Sargon) to be very good, but they truly come to fruition in Grim Tales. If you want easier magic than is typical for Grim Tales, simply reduce the penalties and consequences of using magic. It is completely adjustable.
 

Give Grim Tales a good, hard look...

Sargon,

See if you can leaf through GT at your FLGS or somewhere else...I think it will fit the bill nicely. One caveat, mentioned by another poster above, is that magic, as written in GT, is difficult. With the proper selection of feats and talents, you can build a moderately powerful caster that could, in theory, cast spells all day long with the right die rolls...

If you want a ruleset that allows for truly customized characters, makes magic mysterious and dangerous (especially for novice/untrained casters) and the best explanation going (IMO) on how to design encounters with the CR/EL system...pick up Grim Tales.

~ Old One
 

I'd throw in my $.02 for Grim Tales as well. I've not had a chance to really play with it yet, but it does seem to do what you're trying to accomplish. The way the author added the tips on how to adjust particular rules sections to make them tougher or more forgiving was a superb touch. It makes it a lot easier for a DM that doesn't have a lot of experience with the rules-set to tweak it without swinging blindly and hoping for the best.
 
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Hi

We wrote Darklore because the of a belief that D20 is a very solid set of mechanisms. I picked up a copy of Grim Tales for the same reason and was very impressed. Generally, D20 modern is a good basis for fantasy. Darklore is solidly fantasy, albeit dark fantasy with specific world material, while GT is more generic. I'm sure you'll find what your looking for in either, if you've got the money mix and match, I'll certainly be taking mechanisms from Grim Tales onboard in our house games. Enjoy
Nigel
 

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