jaerdaph
#UkraineStrong
Motivated by the recent d20 Modern Dark*Matter mini-game in Dungeon #108, I've decided that this is still the next campaign I want to run, and I'm ready to get off my duff, roll up my sleeves and get to work. Rather than use the Telepath advanced class from d20 Modern, I'd much rather use the Modern Psychic advanced class from The Psychic's Handbook. (In fact, I won't be using any of the advanced classes from the Campaign Models chapter in d20 Modern, just what's in Chapter 6, and what's in the Dark*Matter: Shades of Grey article in Dungeon).
Now, since nonlethal damage doesn't work the same way in d20 Modern as it does in D&D, Modern Psychics can't use the Strain system. Looking at the alternatives to Strain in Chapter 4 of TPH, I'm leaning towards using ability damage or fatigue saving throws instead, but I can't decide which of these (or possibly even one of the other alternatives to Strain in that chapter) best fits the Dark*Matter setting.
Any thoughts or suggestions from those familiar with Dark*Matter and have seen The Psychic's Handbook would be greatly appreciated.
Now, since nonlethal damage doesn't work the same way in d20 Modern as it does in D&D, Modern Psychics can't use the Strain system. Looking at the alternatives to Strain in Chapter 4 of TPH, I'm leaning towards using ability damage or fatigue saving throws instead, but I can't decide which of these (or possibly even one of the other alternatives to Strain in that chapter) best fits the Dark*Matter setting.
Any thoughts or suggestions from those familiar with Dark*Matter and have seen The Psychic's Handbook would be greatly appreciated.

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