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Using 4E D&D for a sci-fi campaign. Ideas?
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<blockquote data-quote="TwinBahamut" data-source="post: 4646427" data-attributes="member: 32536"><p>I have been running through some similar thought processes to these myself, though to a different end. You see, I have been doing a bit of a work on a way to use 4E rules to run an anime-style sci-fi mecha campaign. I am intending to make far more significant changes to the game than you seem to desire, and our goals are notably different, but there is some overlap.</p><p></p><p>For one thing, I suggest using the Repeating Crossbow from the Adventurer's Vault as the basis for firearms, rather than normal crossbows and bows. At the very least, using its magazine-based loading system rather than the ammo loading system used by the PHB ranged weapons is a bit closer to how people expect a gun to work.</p><p></p><p>Zero-G (non-spaceship) combat seems pretty easy to do in 4E, with just a few modifications to the basic Aerial Combat rules from the DMG. Actually, since the Remaining in the Air and Altitude Limit rules are unnecessary for describing Zero-G movement, it may be even easier than 4E's aerial combat. The Hover and Clumsy distinctions still apply very well, and the Crashing rules work great if you merely change the "fall to the ground" reference to "fly out of control in a random direction".</p><p></p><p>Another thing I like about 4E rules for a sci-fi setting is that so many random things that were hard to make rules for in older editions of the game can simply be described as Implements. You want to make a character class built around nanotechnology? Nanotech Implement. You want to make a class that can use electronic warfare and ECM? ECM Implement. You want a character that can hack into a rampaging robot in the middle of a fight? Hacking Implement.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4646427, member: 32536"] I have been running through some similar thought processes to these myself, though to a different end. You see, I have been doing a bit of a work on a way to use 4E rules to run an anime-style sci-fi mecha campaign. I am intending to make far more significant changes to the game than you seem to desire, and our goals are notably different, but there is some overlap. For one thing, I suggest using the Repeating Crossbow from the Adventurer's Vault as the basis for firearms, rather than normal crossbows and bows. At the very least, using its magazine-based loading system rather than the ammo loading system used by the PHB ranged weapons is a bit closer to how people expect a gun to work. Zero-G (non-spaceship) combat seems pretty easy to do in 4E, with just a few modifications to the basic Aerial Combat rules from the DMG. Actually, since the Remaining in the Air and Altitude Limit rules are unnecessary for describing Zero-G movement, it may be even easier than 4E's aerial combat. The Hover and Clumsy distinctions still apply very well, and the Crashing rules work great if you merely change the "fall to the ground" reference to "fly out of control in a random direction". Another thing I like about 4E rules for a sci-fi setting is that so many random things that were hard to make rules for in older editions of the game can simply be described as Implements. You want to make a character class built around nanotechnology? Nanotech Implement. You want to make a class that can use electronic warfare and ECM? ECM Implement. You want a character that can hack into a rampaging robot in the middle of a fight? Hacking Implement. [/QUOTE]
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