SRD for D20 modern?

Elvinis75

First Post
Hi all.
I just bought the blood and fist and was trying to move it to D20 D&D but some of the feat listed must be D20 modern. Is there a SRD for D20 modern like there is for D&D?
 

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Glad to hear you got Blood and Fists Elvinis :)

I wrote the durn thang, and Im a regular on this board, so if you have any questions, just post them and I will answer them as best I can :)

Chuck
 


I look forward to it :)

Although I always thought in my head that Blood and Fists would work fine with D&D, I never playtested it that way, so Im anxious to see how it works out :)

Chuck
 

Vigilance said:
I look forward to it :)

Although I always thought in my head that Blood and Fists would work fine with D&D, I never playtested it that way, so Im anxious to see how it works out :)

Chuck

I actually was going to replace the monk outright with martial arts masters and thus I needed to make the class a core class with 20 levels and (kracks knuckles) I look forward to the challenge. I always thought that the monk was really lacking the cool manuevers that would give them the flash that they needed.
 


Elvinis75 said:


I actually was going to replace the monk outright with martial arts masters and thus I needed to make the class a core class with 20 levels and (kracks knuckles) I look forward to the challenge. I always thought that the monk was really lacking the cool manuevers that would give them the flash that they needed.

That would, I think, be the way to go- when you combine maneuvers with the natural damage of the monk class, you get something a little too potent (they did something similar in the Wizards OA book and the result was something... a little too potent).

As for maneuvers, your damage is your damage, even though a maneuver is a temporary change in damage dice. It would be multiplied normally.

However, to keep things on the sane side, you might want to multiply only one die for guys with Mastery 3 attacks. It all depends on how high tone the campaign is- for high fantasy games with a lot of magic, even that would be ok.

Something you're going to need to add for D&D is Ki Attacks treating the hands as magic weapons, but if you replace the Monk with the Martial Arts Master, make him a core class, and give him Ki Attack, you're all set! (I make it sound so easy dont I lol).

Chuck
 

I wasn't going to give them the Monk damage rather to use the system you created. Start damage at d4 and modify with the manuever and style feats. Damage gets up there for a 2d10 critical ridge hand x3. 6d10 + modifiers x3 is huge damage. At mastery 3 it would become 3d10 and wow that is a whole lot o whoop a$$.

If I wanted to get your thoughts on the finished monk replacement class would you rather have me e-mail you or post here.
 

I agree with the ki attacks and will add them at levels 3,6,9,12,15.
I think that they just provide the ability to hit creatures through magic DR correct and not actually provide a plus to hit and damage, right?
 

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