Yaarel
🇮🇱 🇺🇦 He-Mage
I like and have run a near-future setting. It is mostly the same as reallife now, plus special locations of accelerating technology.The reason this thread is under the 5E tag is that I want to talk about mechanics and figure using the current rules makes the most sense from that perspective.
When I say "divorcing from medievalism" I mean building a D&D in a modern-ish assumed setting (not necessarily out Earth). Somewhere between the Industrial Revolution and WW1, technologically speaking. This doesn't have to be steampunk -- in fact, i would rather it weren't, but whatever. But remember in this thread I am more concerned with mechanical changes that help support this assumed setting than I am with thematic, lore or other fluffy changes.
First on the list, I think, is to greatly reduce or eliminate the focus on armor as a thing. Certain classes should be proficient in Defense (adding their PB to their AC).
Second is to add guns and decent firearms rules. Firearms should not be overpowered. Rather, they should be considered the standard weapons, from small and simple to heavy and complex. There should be a difference between a revolver and a bolt action and a tommy gun, etc. And they should not be the purview of any specific classes. Rather, there should be simple and martial firearms just like other weapons. other weapons should not be ignored, but they take a back seat to guns.
Classes would need a complete overhaul. Some, in their current form, would have to go completely (Bard, Paladin, Druid, Monk and Sorcerer) and others would have to be significantly changes (Cleric, Ranger, Warlock) to fit more modern themes. Rogue, Fighter and Wizard would need some tweaks to fit.
The idea is to maintain the same kinds of adventures that D&D does well, from treasure hunting to saving the prince from the dragon, but to move it completely out of the shadow of the medieval and into the recent (pre information age) past.
Thoughts?
I pretty much use "spells" for all technological effects, from surveillance (Divination), to nuclear weapons (Radiant+Thunder damage), to nanotech (Transmutation).
Guns make armor obsolete. Normally guns ignore armor, except for special modern body armor that tends to be Light or Medium. A totally encased power armor, like being inside a robot, is minimally Heavy Armor or a kind of vehicle.
Because modern guns generally ignore armor, they hit by means of a Dexterity saving throw, not an Attack roll. So wearing medieval armor that limits Dexterity while useless against guns is a bad idea. Cover and Prone are important.
The damage of a typical bullet is 1d8, same as a longsword. A bullet thru the gut is moreorless the same thing as swordblade thru the gut. Hit points are avoiding getting hit. Getting "grazed" is the Bloodied condition.
When I need a map, I use a search engine, such as Google Map, and go as close as possible. It takes some getting used to, but like old school Marvel Super Heroes, divide the place into "Close" "zones", very roughly 30-feet (10 meter) per "zone". Completely make up what a building floorplan looks like inside, including how many stories above and below ground. The main awkwardness is the incredible shifts in scale. An encounter is incredibly closeup, about one city block, and yet to understand where one is and what is going on in a modern city, needs to zoom out to see the entire greater city including its suburbs, in which case there might be thousands of city blocks. An adventure hops around almost randomly like trying to find a needle in a haystack. The DM needs to hold the hands of the players to guide them to the remote places that happen to be relevant.