Using 4E D&D for a sci-fi campaign. Ideas?

I guess it was inevitable that I was not the only one who would think of how the 4e system could be made to work for mecha games. While I did not do a ton on thinking on it though, the only thing that really came to mind was that I would probably allow powers to be changed out during any refit or resupply, as they could often be described as special weapons instead of special powers.

Actually, I would perhaps ditch the class system for a mech system, and let people just use whatever non-mech powers they wanted.
That really isn't the route I intend to take, but I suppose it is fairly valid. Saying that powers are abilities of the mech would work really well for a classic "Super Robot" style game (where "Rocket Punch", "Shine Spark", or "Hell and Heaven" are powers), particularly since mechs and characters are inseperable in that sub-genre, but for a "Real Robot" style of game where the pilot's ability is distinguished from the mech, I don't think it works as well. I intend to build a system in which powers and stats entirely refer to the pilot's ability, and mech construction basically works like normal 4E equipment, so that you can equip a mech with a sword, but you can only use it if the pilot is proficient with swords and has sword powers. Of course, it does seem to be useful to have a few weapons that practically work as Encounter Powers in of themselves.

Cardboard Carnage said:
Back in High School (AD&D Days) we did a short campaign (lasted a few months) where we had some sci-fi characters who went to the D&D world in a starship (think Star Trek) and the beamed down but were stranded there... We came up with stats for phaser pistols, and gave characters a hand held communicator device, but otherwise kept AD&D rules the same, so it was mostly the flavor... What we did, was started all of the characters at level 3 or 4 (it was low, but not 1st or 2nd level), and basically said that after spending some time on the D&D world, they had learned they had a talent for a certain class... for instance, the security officer became a fighter, the science officer became a mage (experimenting with magic), the doctor became a cleric, etc, etc...

Basically we just took the game and gave it a little fluff background and we were set to go.

I bet this would work even better with 4e because the system is so easy and streamlined...
This sounds identical to the basic premise behind the Star Ocean series of videogames. I like that premise. :) I also agree that it may work better with 4E than with any previous version of the rules.

I may have to put that idea on the shelf alongside the other campaign ideas I really want to run...
 

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About ranged combat (even though I think the Dune rationale is the coolest) you can either split ranger in two, seperating the ranged ranger and calling it trooper. Just change the skill list a wee bit. The other rangers; beastmaster and two weapon-specialists can be called outlanders or even Fremen.

Another approach is to change the flavour of the warlock completely. Substituting the implement to a blaster. Better yet change Arcane to Science.
 

So I'm not the only one to try this out, eh?

I've been running a sci-fi game since last year using the same basic premise: take the core 4e rules set and reflavor everything while keeping the mechanics the same. The game has worked brilliantly, and all my players love the change of pace from swords and sorcery to science and technology.

Since this post is well out of date, I'm sure you've already figured out ship to ship combat. As far as I'm concerned, my players don't need to worry about it. Any non-personal combat or event is usually handled as a skill challenge. Whatever isn't in the rules, i just adjudicate as I see fit. So far, everyone is having fun, and the party has only had one death so far.

Interested to hear how your game is going. Hope all is well.
 

So I'm not the only one to try this out, eh?

I've been running a sci-fi game since last year using the same basic premise: take the core 4e rules set and reflavor everything while keeping the mechanics the same. The game has worked brilliantly, and all my players love the change of pace from swords and sorcery to science and technology.

Since this post is well out of date, I'm sure you've already figured out ship to ship combat. As far as I'm concerned, my players don't need to worry about it. Any non-personal combat or event is usually handled as a skill challenge. Whatever isn't in the rules, i just adjudicate as I see fit. So far, everyone is having fun, and the party has only had one death so far.

Interested to hear how your game is going. Hope all is well.
Oh no, I am currently running a D&D Stargate crossover. However, i have kept the characters mostly D&D.

That way I have side stepped most of the scifi issues.
 

I wonder how much damage would be done by reflavoring some of the fighter powers by simply making them ranged? The mark & combat challenge would have to be tweaked a bit... but the idea being they're doing "suppression fire" and if the marked individual took their eyes off that fire it'd suddenly become damaging.

IMO, for "ranged fighter" you would use rangers (heh) instead, with melee fighters being security guard Mr. Worf-types.

I like your idea for suppression fire.
 

D&D/sci-fi

Oh no, I am currently running a D&D Stargate crossover. However, i have kept the characters mostly D&D.

That way I have side stepped most of the scifi issues.

I also am keeping characters mostly D&D, but run my game on Pern, using the books for inspiration. I even found a way to start letting the characters use magic. But now, I have had small spaceship land. The party defeated the nasty aliens and are using the ship for a while to check out nearby planets. This allows me to include a variety of settings and monsters that wouldn't be possible on Pern.

I could use suggestions for adventures. I have looked online for prepared adventures with a sci-fi setting (or any other non-fantasy setting) but can't find any that allow for an actual party of 4e D&D characters.

Any got ideas/suggestions for me?
 

I also am keeping characters mostly D&D, but run my game on Pern, using the books for inspiration. I even found a way to start letting the characters use magic. But now, I have had small spaceship land. The party defeated the nasty aliens and are using the ship for a while to check out nearby planets. This allows me to include a variety of settings and monsters that wouldn't be possible on Pern.

I could use suggestions for adventures. I have looked online for prepared adventures with a sci-fi setting (or any other non-fantasy setting) but can't find any that allow for an actual party of 4e D&D characters.

Any got ideas/suggestions for me?
Nothing immediately springs to mind but my suggestion would be to find an old episodic Sci-Fi show the Time Tunnel for instance, get an online episode guide and rob the plots.
But instead of different locations in time they would take place on different planets.
 

I didn't realize this thread got necro'd. Since some peeps asked how it went, here goes:

The campaign finished a couple years ago, and it ran from level 6 to 20. The sum total of all changes made to the rules are in my (one and only) blog post. Essentially, I just transmogrified bows into guns, and added four new skills.

I would consider the campaign a success. Two players played hunters, and RP'd them as gung-ho assault-rifle-wielding gun-bunnies. It was hilarious fun.

The plot was basically the return of King Arthur in a far futurescape, with the PC's finding out they were the reincarnation of various knights of the round table (and the guitar-shredding bard being Merlin, no less). I even threw in a Arthurian-times flashback session we played in 1st edition.

Anyhow, it was very fun, and 4th Edition held up great as a sci-fi vehicle.
 

that's great to hear!

i was thinking about doing it myself, searched '4th edtion sci-fi' and found this

i'm a big browncoat, but my game group didn't really embrace the cortex system in the serenity rpg. they prefer 4th ed. dnd

thought about a harder sci-fi setting for our game, but that looks like it'd be a lot more work, going by what I read here

keep flyin'!
 

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