Low magic, human-centric, no-alignment setting; d20 modern or D&D?

Krug

Newshound
I'm thinking of doing a play by post in a low/no-magic, human-centric, no-alignment, warhammerish setting. Should I just go with d20 modern? Are there already sources to modify it for a fantasy setting? (Besides Grim Tales)
 

log in or register to remove this ad



I wouldn't use modern, mostly because of the crappy base classes. :)

D&D surely works fine even if you remove most magical stuff.
Just don't use all that weird stuff (like many PrC, etc).

Bye
Thanee
 

Krug said:
Should I just go with d20 modern? Are there already sources to modify it for a fantasy setting? (Besides Grim Tales)
Dark Lore Campaign Primer - Malladin's Gate Press

Not D20 Modern per se, but more of a fantasy parallel to Modern. Like Modern there are six 10lvl base classes with each one based around a stat however they also represent fantasy tropes (Warrior/Str, Thief/Dex, Outlande/Con, Scholar/Int, Devout/Wis and Destined/Cha. There are also short 3lvl "career classes" that help represent more specialized archtetypes (Archer, Assasin, Scout etc)...and of course the ever present prestige classes.

Talent trees trees are well represented, and include most of standard D&D classes special abilities, including spellcasting. Spellcasting is via spell slots and tops out with 5th lvl spells.

$5 PDF

Reviews here on ENWorld:
http://www.enworld.org/reviews/index.php?sub=yes&where=currentprod&which=DCP

Malladin's Gate:
http://www.malladinsgate.com/products/productitem.php?ProductName=DarkLore%20Campaign%20Primer&LineName=DarkLore%20World



The Second World Sourcebook - Second World Simulations

Primarily a toolkit for mixing & matching D&D (3.0) and D20 Modern. Walks you through using the various classes together and what is necessary to keep them balanced. Also includes rules for creating technology trees and unique magic classes called "wardens".

Current out of print. Can be purchased cheap on eBay.

Reviews here on ENWorld:
http://www.enworld.org/reviews/index.php?sub=yes&where=currentprod&which=TSWS

Second World Simulations:
http://www.second-world-simulations.com/Second%20World%20Sourcebook.htm



Classically Modern - Merlins Workshop

Essentially converts D&D to D20 Modern. Core classes become Modern advanced classes and unique abilities become talents.

FREE!! .PDF

Merlin's Workshop
http://members.lycos.co.uk/merlinsworkshop/classmod.htm
 
Last edited:

Krug said:
I'm thinking of doing a play by post in a low/no-magic, human-centric, no-alignment, warhammerish setting.
D20 Conan and Midnight could both be made to work without too much trouble.
 
Last edited:

d20 Conan sounds right up your alley (particularly if Grim Tales is also on your radar). The second printing of the rulebook (entitled Conan: Atlantean Edition) with all the errata incorporated is just about to be released so now is a good time to buy. One nice thing about Howard's Hyborian Age is that, in true wierd tales fashion, he had diverse cultures sharing the same globe: this nation over here is late-midevil France (knights and all) while that nation over there is stone age savages and everything in between. Because the rulebook was designed to accomidate adventuring anywhere within the mythos the rules can easily be adapted to most of your low-magic adventuring needs. I'm a big fan.


Failing that, I would go with d20 modern over DnD. It is easier to add fantasy elements back into modern than it is to gut them from DnD.
 


Warhammerish - Grim Tales might be better than Conan (I have both) - Conan is more for high-powered swashbuckling; GT's use of the d20 Modern classes gives a more mundane feel that I'd think would suit a Warhammer setting better, plus it has insanity rules! :)
 


Remove ads

Top