D&D 5E What I've learned running Modern/Sci-Fi Games with D&D 5E

Urriak Uruk

Gaming is fun, and fun is for everyone
When you're someone like me and my group of RPG-ers, it's hard to learn a second game system. We have pretty busy lives, and the fact we all find the time to sit down and play D&D is pretty miraculous. Asking us to pick up another game like Call of Cthulhu, or Starfinder, or City of Mists... none of us has the time to be able to pick up another system, despite the strength of those games.

However, sometimes we get the itch to play something that isn't swords, sorcery, dungeons and dragons. Sometimes, we want smoke-filled rooms of gangsters, or the smuggling spice across galactic borders. And believe it or not, you can play D&D just fine with them!

So here are some of the tips and tricks I've learned when running games set in modern/sci-fi sessions. Check out Dimension 20's "Unsleeping City" for a great example of player's using the 5E system to play in a modern setting (the fantastical New York City):
1. The only "new rules" you need are in the DMG
The first concern I always get when people ask "how can you do modern," is "what about the GUNS." And the Dungeon Master's Guide is already there for you. Page 268 has rules for weapons from Renaissance, Modern, and Futuristic eras, including muskets, pistols, automatic rifles, lasers, you name it. Pretty much every weapon you need to get a game started is right there for you, ready for use.

2. Balance is already built in; the baddies have access to just as much as the PCs
This is the second concern I get. People see that a shotgun does 2d8 damage and say, "Wait! I can't give my player that, they'll mow down enemies with ease!"
And this may be true. However, if the PCs get guns, so do all of the NPCs. And as excited as your players will be to have new dangerous tools, they should be a lot more concerned when they learn that the enemies have the same resources.

For example; I ran a session where the PCs were an "Ocean's Eleven" style screw, ready to rob a casino that was owned and operated by gnolls. Having guns doesn't really help the PCs much here; after all, the gnolls also have guns. They aren't as good at using them as the PCs of course, but all it takes is one good roll for a gnoll with a tommy-gun to inflict some serious damage.

The lesson here is that the balance is built in; although the amount of damage the PCs can inflict goes up, so does the amount the NPcs can return.

3. Be aware that at lower levels, encounters can be far deadlier

This ties into the above point, but PCs at lower levels will be in a lot more danger than they normally will be. Imagine if you're running a sci-fi game; a laser pistol can do 3d6 damage. Your PCs also have access to these weapons, but if a goblin with a laser pistol rolls a natural 20, he's landing a 6d6 roll, which can easily be an instant death for a PC.

If that isn't your type of game, consider having your PCs start at lower levels. However, such a game can also be a lot of fun. A goblin getting a lucky shot on someone is actually pretty realistic; guns are pretty life-threatening in real-life, much more-so than the swords and crossbows of medieval times. Sessions can be pretty fun if you're PCs are aware that even encounters with lowly thugs can be deadly.

4. Don't limit the magic; embrace it

You may feel an itch to ban magic, or some of D&D's other less realistic abilities, in favor of realism. Try to resist this. When you start doing that, you really are trying to play a different game than D&D, and I encourage a different system. But if you want Modern D&D 5E, you should keep all of spells and abilities unchanged.

Now, feel free to reflavor all of these abilities however you want. But the mechanics of them should remain about the same; otherwise, you're limiting you're players options in a frankly more dangerous environment. It is a lot of fun to play a "Wizard in Space!" and PCs like to use their abilities in different context's, to different results. By cutting them out, you are definitely starting to fit D&D's round hole into a square peg.

These are the tips I'm thinking of now, but if you have questions on how to run these sessions, ask below and I'll edit my post and give answers!
 

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Urriak Uruk

Gaming is fun, and fun is for everyone
Personally, in a modern setting I'd just have guns deal similar damage to traditional D&D ranged weapons. That way the balance truly is built in.

What I do for my sci-fi games is actual increase the damage output of the melee weapons; so if an axe does 1d12, now it does 3d12 because it's a LASER AXE.

But lowering the ranged output is totally a way to do it, if you want to keep the balance of melee to ranged weapons.
 

Minigiant

Legend
Supporter
I personally arm in the "assault rifles are better than magic missiles" camp for modern.
If anything the guns don't do enough damage.

I played in a modern one shot like this and our wizard felt free knowing that the warriors coud handle killing all by themselves.
 



The big issue I find with modern stuff and weapons is the six-second combat round vs. the fact that you can fire off entire clips in that time, yet only get one attack. This often makes thing seem utterly ludicrous. Even with some aiming, taking cover and so on (especially as that is also often not happening), it's just not plausible.

Spycraft really fell apart in part because of this. The idea that you can only fire a pistol once in that time just doesn't work, and it doesn't work with "you can fire more but you'll miss lol" because I'm sorry, but we all know that's not how it works. Especially at very very short range (like 10' away).

Whereas in D&D, if anything, the fire-rates of ranged weapons tend to be slightly optimistic (in some cases wildly optimistic).

With sci-fi lasers etc. this is less of an issue, because it's easier to handwave it as peculiarities with the weapons themselves. Just don't mix in conventional slugthrowers or questions will be asked.

Hit points also sometimes need a bit of a rethink. Basically I would say the sweet spot for D&D is clearly solidly prehistoric to early-mid 1800s, but it also works fairly well at extremely far-out sci-fi. It just doesn't work well at modern-day stuff, particularly, because of the peculiarities of modern-day combat.
 

MarkB

Legend
The big issue I find with modern stuff and weapons is the six-second combat round vs. the fact that you can fire off entire clips in that time, yet only get one attack. This often makes thing seem utterly ludicrous. Even with some aiming, taking cover and so on (especially as that is also often not happening), it's just not plausible.

Spycraft really fell apart in part because of this. The idea that you can only fire a pistol once in that time just doesn't work, and it doesn't work with "you can fire more but you'll miss lol" because I'm sorry, but we all know that's not how it works. Especially at very very short range (like 10' away).

Whereas in D&D, if anything, the fire-rates of ranged weapons tend to be slightly optimistic (in some cases wildly optimistic).

With sci-fi lasers etc. this is less of an issue, because it's easier to handwave it as peculiarities with the weapons themselves. Just don't mix in conventional slugthrowers or questions will be asked.

Hit points also sometimes need a bit of a rethink. Basically I would say the sweet spot for D&D is clearly solidly prehistoric to early-mid 1800s, but it also works fairly well at extremely far-out sci-fi. It just doesn't work well at modern-day stuff, particularly, because of the peculiarities of modern-day combat.
You can stab someone more than once every six seconds too. If it's bothersome, just say that a combat round represents 3 seconds instead of 6.
 

TheDelphian

Explorer
I did a complete rewrite of Gamma World using 5th edition. I used 4th edition gamma world (the 1992 version not the most recent).

I made only two revisions to make it work for me. You couldn't use ranged weapons in Melee. With class, feats and weapon properties (like modern pistols) having qualities that let them be used in melee but at disadvantage.

And I just doubled the base hit points for first level. Enforcer (the fighter equivalent) had 20 hit points base Plus con and got 1d10 (6) each level. It increased chances of survival at low level without seriously impacting high level.

The System had same bounded accuracy just a little expanded. A starting character in 5th could be expected to have a +4 or 5 at the primary attack method and a +11- 12 at 20th level. In Gamma world that is more like +5 - 6 at 1st up to +12-+14 at twenty. Only saw it played out to 6th so not sure how well it would all work.
 

TheDelphian

Explorer
As for multiple shots in a round. Yeah you can empty a clip fast but how accurate is another matter. I erred on the side of assuming character are trying to be accurate.

Auto fire was treated as an area attack with automatic weapons. with a dex save for half.
 

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