Using D20 Modern for a Fantasy Game


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Yes-ish. I've used the Grim Tales rules for a fantasy game. Turned out really really well (I would say, probably the best game I've ever run, actually).

The GT rules take the d20Modern base classes, extrapolate them out to 20 levels, but the biggest thing is, it adds alot of D&D class abilities to the talent trees.

You can check out the SRD here: http://www.carcere.net/~kirintor/index.php?x=gtsrd/index

GT replaces the Modern skills with an amalgam of d20 (D&D) skills, which I only really use when I'm doing fantasy, for some reason.

I would say you could easily do fantasy just by nixing the skills that wouldn't fit, though. The base classes as they are would provide enough talents to get through a fantasy game.

--fje
 


I haven't seen the 2 suggestions that Jaerdaph has made, but I have played Grim Tales and agree with Heap ... I highly recommend it
 


Don't forget DarkLore from Malladin's Gate - the D20 Modern basic classes reworked to fit fantasy better, plus a lot of new systems to create a grittier feel.

Ben
 

Committed Hero said:
How does it affect skills, a lot of which are geared towards modern times and suddenly become less useful?
That would probably mostly affect these skills:
Computer Use, Craft (electronics), Computer Use, Drive, Pilot, Repair

You can simply remove them, I'd say. (You might want to keep Drive to replace Handle Animal for carts & wagons, maybe. In an Eberron setting, Pilot might still be valid). Replace any occurence of Drive or Pilot with Handle Animal and Ride (if not already a skill). For Computer Use and Repair, Open Lock and Disable Device would be the replacements.

I am not sure if the Knowledge skills would become a problem - maybe Knowledge (popular culture and technology) wouldn't fit so good (though popular culture could be renamed "myth and legends", and get - unreliable - information about certain monsters or rituals...)
But the general broadness of the knowledge skills seem to make sense - in a typical mediaval setting, there wasn't that much known, and a lot of scientist had a broad (and yet deep) spectrum of knowledge...

The D20 Past suggests that Investigate should not be available before the late 19.century, because there was no forensic/crime-scene investigation in the way we know it today before that.
 

I'd say that Repair would be a keeper. People have had to fix things since the day things were invented. One could use the craft skills to repair a damaged or broken object, such as armor, but Repair would be at least as appropriate. Additionally, it would allow for a character that is good at repairing objects but not at making them; like a merchant that can repair a damaged wagon but doesn't have a prayer of making a new one from scratch.
 

Mustrum_Ridcully said:
That would probably mostly affect these skills:
Computer Use, Craft (electronics), Computer Use, Drive, Pilot, Repair

You can simply remove them, I'd say. (You might want to keep Drive to replace Handle Animal for carts & wagons, maybe.

Drive is used for handling ships of all kinds, combined with proper the Surface Vehicle Operation feat. If the skill is used only for ships the feat may be redundant.
 

Lukeworm said:
Drive is used for handling ships of all kinds, combined with proper the Surface Vehicle Operation feat. If the skill is used only for ships the feat may be redundant.
Pilot can be used for airships, which can range from a simple hot-air balloon to a spelljamming ship.
 

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