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If you could put D&D into any other non middle ages genre, what would it be?

Oofta

Explorer
The machine gun (or gatling gun) fire is an interesting question especially depending on genre. If I did my D&D Fallout ripoff homage, there are some builds that will be able to slap on power armor and just tank it. For other genres I like the idea of going prone ... or maybe you get a saving throw because you're ducking down behind cover but jump up quick enough? Or special abilities? I'm thinking that scene in Wonder Woman where she just takes the hits which would be cool if you have a magic/adamantine shield.


The other main area I see that I'd have to come up with new stuff would be hacking for modern day/future scenarios and possibly machine repair. I don't want to get too carried away with that kind of stuff, but basic things like bypassing electronic locks and hacking automated turrets/robots.
 

Tony Vargas

Adventurer
The machine gun (or gatling gun) fire is an interesting question especially depending on genre. If I did my D&D Fallout ripoff homage, there are some builds that will be able to slap on power armor and just tank it. For other genres I like the idea of going prone ... or maybe you get a saving throw because you're ducking down behind cover but jump up quick enough? Or special abilities? I'm thinking that scene in Wonder Woman where she just takes the hits which would be cool if you have a magic/adamantine shield.
There's no end of possibilities. And, you can do it on the player side by adding options (like a "Dive for Cover" use of your Reaction, say), or on the "monster" side by giving them special abilities that impose genre conventions (like being knocked prone if in the beaten zone, but missed), and/or just be resolving and narrating things in accord with genre tropes.

The other main area I see that I'd have to come up with new stuff would be hacking for modern day/future scenarios and possibly machine repair. I don't want to get too carried away with that kind of stuff, but basic things like bypassing electronic locks and hacking automated turrets/robots.
In 5e you can be pretty profligate about adding new tools and tool use proficiencies.
 
Ok, I’m making an official request. Can you all please take this realism discussion to a different thread. I’ll also note that saying how/why D&D sucks for genre X is threadcapping because it’s directly against the point of this thread in the OP.

Thank you.
Guys the OP has requested you stop arguing about something unrelated to his original intent. Can one of you just start your own thread and continue this there (since it will clearly never end)?
 

MarkB

Adventurer
The other main area I see that I'd have to come up with new stuff would be hacking for modern day/future scenarios and possibly machine repair. I don't want to get too carried away with that kind of stuff, but basic things like bypassing electronic locks and hacking automated turrets/robots.
One option here is to give computers a set of mental ability scores and skill proficiencies, and then make hacking a series of Persuasion / Deception / Sleight of Hand / Stealth checks as suits the chosen access method and desired result.
 

Satyrn

Villager
Guys the OP has requested you stop arguing about something unrelated to his original intent. Can one of you just start your own thread and continue this there (since it will clearly never end)?
Edit: Oops. I didn't mean to quote you Matthia.

One option here is to give computers a set of mental ability scores and skill proficiencies, and then make hacking a series of Persuasion / Deception / Sleight of Hand / Stealth checks as suits the chosen access method and desired result.
I like how that mirrors the recent rules that give vehicles the physical ability scores, and it gives a natural way to create KITT.
 

Oofta

Explorer
Edit: Oops. I didn't mean to quote you Matthia.


I like how that mirrors the recent rules that give vehicles the physical ability scores, and it gives a natural way to create KITT.

Great. Now I have flashbacks of David Hasselhoff and leather. So much leather. So much Hasselhoff.
 

Oofta

Explorer
One option here is to give computers a set of mental ability scores and skill proficiencies, and then make hacking a series of Persuasion / Deception / Sleight of Hand / Stealth checks as suits the chosen access method and desired result.

I was thinking more along the lines of alternate ability scores for hacking. Use intelligence instead of charisma or dexterity. That way opening a lock could use the same skill but still be logical for what ability score you're using.

Depends on the genre though, are you going for more-or-less current tech or something with real AI? Real AI (like Fallout) I could see persuasion / deception working.
 

Oofta

Explorer
[MENTION=6801204]Satyrn[/MENTION] speaking of Hasselhoff ... not necessarily SFW, but if you want a really good dose of the Hoffster, google Hasselhoff Sharpei. Just be warned, the images may haunt your dreams.
 

Satyrn

Villager
I'd still totally give computers the mental ability scores. Like, at its most basic, its Intelligence would measure it's actual computing power, how well or quickly it does the stuff is supposed to do. This would be the computer's attack stat if it's in control of any turrets, or whatever.

Wisdom could measure how aware it is in terms of recognizing hacking attempts against it (or even noticing physical, meatspace threats of it's hooked up to security cameras, etc).

Then Charisma could measure how well it protects itself against threats, and it would be against this that a hacker would be actively attacking.
 

Sacrosanct

Slayer of Keraptis
Guys the OP has requested you stop arguing about something unrelated to his original intent. Can one of you just start your own thread and continue this there (since it will clearly never end)?


For the record, I don’t mind the “here’s what I’d like to do, with a tweak here and there”. The gattling gun discussion for example. I think that’s still in the spirit of the thread. What I’d like to avoid is the “that’s dumb, D&D sucks for that” or the endless argument why dnd rules aren’t realistic enough, or how HP are garbage.
 

Dannyalcatraz

Moderator
Staff member
For the record, I don’t mind the “here’s what I’d like to do, with a tweak here and there”. The gattling gun discussion for example. I think that’s still in the spirit of the thread. What I’d like to avoid is the “that’s dumb, D&D sucks for that” or the endless argument why dnd rules aren’t realistic enough, or how HP are garbage.
I just had a vision of a magical Gatling gun: a set of bound wands, staves or rods that fire magic missiles...with the firing crew being made of guys & gals who would be auctioneers, rappers, or radio/tv legal notice readers in our world*...




* Rapper Mac Lethal has a YouTube vid showing him doing 400wpm. (It contains cursing, or I’d post it.) It is intelligible, and he even alters his tempo and cadence, so it isn’t even a constant stream.
 
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Lanefan

Hero
All this stuff about guns and westerns is fine but doesn't get me any closer to what I'd like to know: how much mangling (beyond the obvious removal of ranged AoE damage spells) would it take to get D&D to work halfway well in an Age of Sail setting?
 

Dannyalcatraz

Moderator
Staff member
All this stuff about guns and westerns is fine but doesn't get me any closer to what I'd like to know: how much mangling (beyond the obvious removal of ranged AoE damage spells) would it take to get D&D to work halfway well in an Age of Sail setting?
I’m thinking elemental/weather magic would make the world go ‘round. Wind & water spells controlling ship speed; fire & earth magic supplanting gunpowder and MAYBE even making sailing ships impractical...if not impossible.*

In fact, a magical world might skip sail altogether and develop steam power as early as their analog of the Bronze Age.**

So that all probably has to go.

That doesn’t mean you can’t have corsairs & pirates & swashbuckling. Just that it will look different.





* yes, this should be true even in regular D&D.

** see also animated constructs and/or necromantic engine systems.
 
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Paul Farquhar

Explorer
All this stuff about guns and westerns is fine but doesn't get me any closer to what I'd like to know: how much mangling (beyond the obvious removal of ranged AoE damage spells) would it take to get D&D to work halfway well in an Age of Sail setting?
The answer is pretty much the same as for a Western - as much as you want to do.

Because you can do it in several different ways:-

1) You could transport regular D&D characters though a portal. In which case all you need to do is create stat blocks for the people and things on the other side.

2) You could use a real world setting with near-standard rules, limiting players to human-only low magic classes. Then you just need to tweak equipment lists and proficiencies. Firearms are martial weapons, two handed swords are not, rogues are proficient with firearms but not longswords. You might go further and remove most armour, increasing the AC bonus for soft cover from +2 to +5.

3) You could do a complete reskin with all new setting specific classes: this option is a lot of work, you are basically creating a new game.

4) You could advance the technology level in your generic fantasy setting. In which case just add the new stuff and make it very slightly better than the old stuff (Players will choose any weapon they see as better, even if it's only +0.5 average damage better). See Pillars of Eternity 2.

5) You could advance the tech level but have magic instead of tech. This is Eberron, which works fine for both Western and Age of Sail adventures. You still have black hats and white hats shooting at each other from behind barrels, but they are shooting wands of Firebolt instead of sixguns. Also see: Harry Potter movies.
 

Tony Vargas

Adventurer
All this stuff about guns and westerns is fine but doesn't get me any closer to what I'd like to know: how much mangling (beyond the obvious removal of ranged AoE damage spells) would it take to get D&D to work halfway well in an Age of Sail setting?
Literally, quite a bit: you'll want detailed rules for amputations and primitive prosthetics.

Seriously, though, hardly any, you would need to add some sort of specialized combat system for ship battles, depending on how historical you want to get with them. If you just want to do a Pirate Movie kinda Age of Sail, though, the action will usually come down to boarding, anyway, and the kind of relatively small-scale combats already familiar in D&D.
 

Beleriphon

Totally Awesome Pirate Brain
Seriously, though, hardly any, you would need to add some sort of specialized combat system for ship battles, depending on how historical you want to get with them. If you just want to do a Pirate Movie kinda Age of Sail, though, the action will usually come down to boarding, anyway, and the kind of relatively small-scale combats already familiar in D&D.
Ghosts of Saltmarsh has functional rules for ship combat: rules for attack other ships, individual ship component damage (attack the sails, helm, rudder, weapons, etc.), officer roles for the PCs, and enough ships you could bodge together a few carracks or galleons as needed. There's even an ENworld poster that has an document with some additional ship types.
 
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