Stat Blocks - d20 Special Forces

molonel

First Post
Hey. I just found this forum, and started browsing here. I'm transitioning into d20 Modern after playing D&D 3.0/3.5 pretty heavily for the last three-and-a-half years. I'd planning a set of d20 Modern adventures for my gaming group to introduce them to the system. We're going to spend one session designing characters, selecting feats and skills etc., and then I'm probably going to run a mock combat based on Professor X's Danger Room.

My plan is to run a pretty high octane set of adventures running 3 to 4 sessions where the group plays special forces type characters.

I have a few questions, really:

1. For those of you who are conversant with d20 Modern and D&D 3.0/3.5, are there any hurdles you saw transitioning between the two systems for either players or GMs?

2. I've already started to collect satellite photos, infrared photos, black and white surveillance photos and tactical maps. I've statted out little things like throat mikes, and purchased Ultramodern Firearms. I want this introduction to be a game full of ambiance. Is there anything else you would recommend that has worked well in your game?

3. What sort of stat block would you recommend for playing special-forces characters. I was thinking 10th level characters, with a 28- or 32-point buy. Is this too high? I know I'm coming at this from a D&D mindset. I want the characters to be extremely powerful and versatile, but not superhuman.

4. Are there any PDF resources you would recommend? I've already started thumbing through the materials on RPGnow, and I'm very, VERY impressed at the stuff that's out there.
 

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1: No real problems. Just trying to remember to use the Action Points, and Talents.

2: Yup. Blood and Guts, Blood and Fists, Modern Player's Companion 1, Modern Backdrops.

3: I suggest rolling them up, and playing them into the level you want. :)

4: Blood and Guts, Blood and Fists, Modern Player's Companion 1, Modern Backdrops, Weekend Warriors, Quickshots: Mission File Bravo when it comes out.

In the interest of full disclosure... I edited all the PDFs I recommended with the exceptions of Weekend Warriors, and Modern Player's Companion 1.
 

Blood and Guts is money well spent.

10th level is just about right for Special Forces using Blood and Guts...maybe a little higher for SEALs, and around 16th or so for Delta Force or "best of the best" types.

Go with the high point buy. Special Forces guys don't really have a good "dump stat."
 

JPL said:
Blood and Guts is money well spent.

10th level is just about right for Special Forces using Blood and Guts...maybe a little higher for SEALs, and around 16th or so for Delta Force or "best of the best" types.

Go with the high point buy. Special Forces guys don't really have a good "dump stat."

I'll also suggest the newly released World War II Heroes. It's the third treatment of WW2 for D20 (and the second for D20 Modern), and while it is completely centered on the European western front, it is an absolutely superb non-FX treatment of WW2 era military, including special forces. And its completely D20M compliant, unlike Hell on Earth.
 

Dana_Jorgensen said:
I'll also suggest the newly released World War II Heroes. It's the third treatment of WW2 for D20 (and the second for D20 Modern), and while it is completely centered on the European western front, it is an absolutely superb non-FX treatment of WW2 era military, including special forces. And its completely D20M compliant, unlike Hell on Earth.
Wow Dana, I cant believe I've missed this one, especially if you've got good things to say about it.

<scurries off to try and find some more information about it>
 

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