| Post/Author/DateTime | Post |
|---|---|
| Dragonlord2000005-10-07, 05:30 PM | I've been looking at running a super hero game for some friends, and I'm a little lost in how to implement the concept. So far the only ideas I have are as follows: Start the PCS at level 5, above most of the population Keep with dnd rules, but set it in today's world Advise them to use psionics/magic/incarnum/ToB over classes like the fighter and maybe rogue Reflavor things to much them more modern, such as magic being an extension of high physics that can be replicated by "hacking" the universe Allowing the Vow of Poverty feat (probably modified) to work for any strong devotion, not just good. Thats about it, so any ideas? |
| queenfange05-10-07, 06:01 PM | I recommend looking into d20 Modern if you're interested in a setting more like today. Perhaps melding some of its rules with traditional DnD rules could give you the flavor you're looking for. For example, the player characters could be a group of mutants with special psychic powers (I know, cliche) working for a governmental agency, fighting aliens, exotic creatures hidden from most of the populace (ignorance = bliss), or spies from rival countries. |
| MagicMouth05-10-07, 06:32 PM | Yup, looking into d20 Modern would be a good idea. Some time ago I was thinking along the same lines as you, Dragonlord20000. Didnīt write down much, but I got the idea of an Illithid super genius: a villain who has learned nearly all knowledge both from his own species as well as that from humanity. He is a mastermind whose scientific competence is decades or centuries ahead of the rest of the world - advanced cloning and genetic manipulation, robotics, A.I., and more. You could also ask yourself if the standard D&D races (Elves, Dwarves, Gnomes etc.) have a place in your world, and if so what role they play. |
| queenfange05-10-07, 06:38 PM | Magic Mouth has good ideas. One super-villian with crazy technology could give you excuses to use some nifty, unrealistic stuff while still providing an explanation for why it exists. Such an enemy, especially something smart like a mind flayer, could provide lots of political intrigue as well as straight-up fights. Perhaps the mind flayer has perfected "hacking physics" either via psionics or magic (I'd recommend the former, personally). As for races, you could use standard ones, just use humans, or make your own. With d20, there are more class-related options, so just using humans is a lot less boring than it sounds. |
| MagicMouth05-10-07, 07:18 PM | Also, if you really want the "super" in "super hero game", you could consider making the characters Gestalt. The major villains should also have this edge, in that case. :devil: |
| Dragonlord2000005-10-07, 08:46 PM | Some time ago I was thinking along the same lines as you, Dragonlord20000. Didnīt write down much, but I got the idea of an Illithid super genius: a villain who has learned nearly all knowledge both from his own species as well as that from humanity. He is a mastermind whose scientific competence is decades or centuries ahead of the rest of the world - advanced cloning and genetic manipulation, robotics, A.I., and more. Ok, that villian would be a lot of fun to run, and if done right the players will love to hate him. In short, great idea MagicMouth. Queenfange also has a good point about how this super villain would allow for more powerful technology to be introduced. The thing about d20 modern is that none of the us own any of the books. I could pick them up, but I'm limited on funds. Furthermore the others are newer to dnd than I am. However if it is really the way to go, than I'll probably pick a few books up. :) As for gestalting, that sounds like a genius idea to make them feel super. On the subject of races, I'm bouncing between an all human world, or letting the different players handbook races (and subraces in the MM) to be like underground societies that try to blend into human society due to purges of their kind in the past. Also I might introduce Warforged as servants of the BBEG. I think I'll right up a short little thing on races and maybe classes for tomorrow. |
| Baernwulf_of_Nor05-10-07, 10:28 PM | Im not trying to bring down your campaign idea, but.. The Characters in D&D ARE superheroes. And the change to modern D&D is pretty tricky. Lots of unmade skills and the like. Secondly, ask your players if this is what they want to do if you haven't already. You may be surprised what they say. I would ask them if they want to play comic book superheroes or just be super and heroes. If they want the second one, just make them high level and have only a few singular BBEG's for them to fight. |
| Dragonlord2000005-11-07, 12:39 AM | Im not trying to bring down your campaign idea, but.. The Characters in D&D ARE superheroes. And the change to modern D&D is pretty tricky. Lots of unmade skills and the like. For one I never feel all that super when I'm playing Dnd, its probably the lack of costumes and flashy fights, something I'd encourage. As for your point I concede that most characters are superheroes to common onlookers. The change to modern DnD was something I was hoping could be taken care of with reflavoring or a few additional skills such as Knowledge(Physical Sciences) or expanded skills Knowledge(Nature) gaining knowledge of biology. I think it will be possibly especially if the players don't get bogged down in playing with professions and such. Secondly, ask your players if this is what they want to do if you haven't already. You may be surprised what they say. I would ask them if they want to play comic book superheroes or just be super and heroes. If they want the second one, just make them high level and have only a few singular BBEG's for them to fight. I was hoping to get enough ideas together to present to the players a well rounded campaign, or at least a better formed concept of how I'd handle things. Also if this game doesn't get played I'd still enjoy thinking up the world. However, that is a fair point. |
| queenfange05-11-07, 07:06 AM | Thanks to the Open Gaming License, most of the Modern d20 rules are available online at http://www.wizards.com/default.asp?x=d20/article/msrd. The sections on skills, Department 7, and vehicles may be of particular interest for your purposes. In skills, there's new knowledge skills, Drive, and Computer Use, among others. Anyway, you still may want to buy the d20 Modern book, since the website lacks much context, but it should give you an idea of which d20 elements you're interested in using. |
| Dragonlord2000005-11-07, 04:32 PM | Thanks to the Open Gaming License, most of the Modern d20 rules are available online at http://www.wizards.com/default.asp?x=d20/article/msrd. The sections on skills, Department 7, and vehicles may be of particular interest for your purposes. In skills, there's new knowledge skills, Drive, and Computer Use, among others. Anyway, you still may want to buy the d20 Modern book, since the website lacks much context, but it should give you an idea of which d20 elements you're interested in using. Oooh, good call. I think I'll port over the feats and the skills, however I don't like the classes very much. Anyways, this is what I was thinking as flavor for some of the classes: Wizard: The wizard deals in the emerging fields of string physics, where scientists have learned how to use advanced laptops to alter the strings, universal building blocks, to create varieties of effects. As a coincidence the title wizard was given by early onlookers who noticed how their abilities mimicked those of Arthurian legend. Every morning the wizard spends an hour to initiate the programs he would like to use for the day, allowing them to be activated at a moments notice. Eventually an experienced wizard may even apply general modifiers to programs in order to improve the results(metamagic). However each prepared program eats up some of the computers processor, allowing for only so many to be ran per day. Sorcerer: Sorcerers use technology to interact with strings in the same way that wizards do. However they seek the ability to be adaptive to specific situations, even at the expense a wider amount of knowledge. In other words, instead of preparing their programs in the morning, sorcerers learn to quickly set up and activate a program on the fly. Due to this, sorcerers are unable to utilize all of the programs the wizard has access to, instead they commit programs to memory. Since the computer processor does not have to run all of the programs at once, it is able to create more effects per day before its systems become exhausted. Psion: Psions have taken current string technology to the next level. In a leap away from the external laptop, Psions have opted to implant computers directly into their bodies, using their brains as the systems processor. To this end, some say Psions have sacrificed some of their humanity in lieu of power. A heated debate rages in the scientific community over the ethics of these implants, with Wizards and Sorcerers directly opposing Psions. Physic Warrior: Using the same concept as the Psion, Physic Warriors seek out power, but mix in martial training. Many see themselves as legitimate Super Soldiers. Wilders: Wilders are an anomaly under string theory. They seem to be able to influence the cosmos through sheer force of will, without the use of technology. Little is known about how their abilities work, though Psions are thankful their abilities are limited. In short, think Carrie... Paladins & Clerics: With the continuing progress of science, religion has gained more devote followers. Some of these followers have begun to manifest powers akin to the saints of old. Whether these abilities are granted by the gods on high, or a church controlled technology, none of the major religions are talking. Also, it is possible for the faithful to not believe in a specific religion, but are able venerate an ideology or non-deific belief. Some priests are even able to believe in nothing and draw power from their atheistic beliefs (Ur-Priests with no alignment restriction). Most organized religion caries a common policy of opposition to scientific advancements, though different leaders choose to support a specific breakthrough. Incarnum: Drop alignment, pick up ancestor worship. The rest seems fine. Druids and ToB: Seem mostly fine as is, these powers represent the past and are in direct conflict with the various scientific advancements, sometimes providing them common ground with the enematic clergies of the world. Warlocks: Like the wilder, the warlock is an unknown. Most of their flavor works, except the fiendish heritage is more of a myth than generally observed fact. The bad treatment by the populace the warlock experiences as a child causes him to be resentful of humanity and society (ie. Alignment restrictions) Anyway, that how I envision the classes. Obviously most of them need minor skill tweaks as well, such as all psionic and arcane classes gaining computer use. Things like fighter, knight, barbarian, and rogue seem pretty easy to swallow in today's world so I don't think they require to much change. Since its gestalt some things like duskblade are inconsequential. Also, thanks for all of the replies. |
| taradusis05-11-07, 05:07 PM | Consider having your group start a resource fund.Put a buck in a jar each week and you'll be able to purchase research books for the DM.Explain that the books stay with the group and there shouldn't be problems.PDFs are cheaper than books as well.You could consider adding templates to humans to create a superhero?Antman could be a verminlord fro savage species.Tarzan could be a beastlord.Add AQAUTIC,FIENDISH,FIRE templates to a t.rex and you get a godzilla?RANDOM THOUGHTS. |
| queenfange05-12-07, 06:23 AM | Taradusis's suggestion of templates is good; those open so many doors. For example, take a run of the mill fire elemental and pop on the half-fiend template: nasty black-flame elemental! You may want to consider making a new template called "cybernetic" or something, that you could put on abberations, monstrous humanoids, even animals, that have had technological implants to make them more powerful. I really like what you're doing with wizards. I can see a wizard hard at work on his advanced (likely hand-held) laptop, preparing spells. However, I'm slightly confused: does he run the programs at a moment's notice off the laptop, or does he somehow put them into a storing computer in his brain to activate at will, or something else? |
| taradusis05-12-07, 09:20 AM | I had some thoughts on Kyuss,and started a thread.680727.If you have an undead worshipping cult they can create undead for the players to face.Using the Menace Manual I gave a ghoul the malleable template.This produced a ghoul who could slide under locked doors to attack people.This was inspired by the movie C.H.U.D. and I called the killer the Sloppy Joe Killer because of his loose body and sloppy eating habits.:) Still nothing makes a superhero game like a villainous organization. |
| Dragonlord2000005-12-07, 11:21 AM | Consider having your group start a resource fund.Put a buck in a jar each week and you'll be able to purchase research books for the DM.Explain that the books stay with the group and there shouldn't be problems.PDFs are cheaper than books as well. This might work in picking up the books, so I guess noteworthy idea. You could consider adding templates to humans to create a superhero?Antman could be a verminlord fro savage species.Tarzan could be a beastlord.Add AQAUTIC,FIENDISH,FIRE templates to a t.rex and you get a godzilla?RANDOM THOUGHTS. Taradusis's suggestion of templates is good; those open so many doors. For example, take a run of the mill fire elemental and pop on the half-fiend template: nasty black-flame elemental! You may want to consider making a new template called "cybernetic" or something, that you could put on abberations, monstrous humanoids, even animals, that have had technological implants to make them more powerful. I agree, templates, especially on the villains would produce an interesting set of opponents. Black-flame elementals and a version of Antman (not entirely familiar with the character, but I get the gist of it) would be very fun things to throw at the players. Heck, a phenric, feral, human would make an excellent brain-washed combat drone. On the cybernetics template, I like the idea alot, I just don't know if it is better handled by grafts. I'll put more thought into this and post the results. I really like what you're doing with wizards. I can see a wizard hard at work on his advanced (likely hand-held) laptop, preparing spells. However, I'm slightly confused: does he run the programs at a moment's notice off the laptop, or does he somehow put them into a storing computer in his brain to activate at will, or something else? Thanks for the compliment. Your right on hand-held laptop, unless the players really want them to be like today's notebooks. As for your question, heres what I how see the wizard preparing his spells. After a good nights rest the wizard wakes up and sets to work. Consulting his manuals, notes, and textbooks the wizard writes the code to the program "spells" he wants to use for the day onto his laptop. He sets all the parameters and sets it so that when he enters a small bit of code, such as FIRE_BALL, the program will run and the spell will be "cast". This programing takes one solid hour of quiet time. Sorcerers don't need this prep time, because they have memorized all of their spells and therefore have found shortcuts allowing them to program and execute them on the fly. However when applying a general system boost (Metamagic) it takes them a little longer to get the program out (ie. full-round-action instead of standard action). Psions are the ones with the storing computers in their brain. I had some thoughts on Kyuss,and started a thread.680727.If you have an undead worshipping cult they can create undead for the players to face.Using the Menace Manual I gave a ghoul the malleable template.This produced a ghoul who could slide under locked doors to attack people.This was inspired by the movie C.H.U.D. and I called the killer the Sloppy Joe Killer because of his loose body and sloppy eating habits.:) Still nothing makes a superhero game like a villainous organization. I like a criminal organization obsessed with death and the undying, and I consider your thread to be interesting. Also I find yoru malleable ghoul freaking amazing in its ability to scare the players. Thanks for the suggestions. Anyway, thanks for the suggestions and support. |
| taradusis05-12-07, 09:41 PM | Now,what I'd do in your place is hold off on developement and focus more on research.Read the Msrd while saving up for the URBAN ARCANA and MENACE MANUAL hardcovers.The Urban Arcana setting is good material and you may be re-inventing it,save yourself some skullsweat is my advice.Come up with some adventures and villainous organizations?Just a suggestion. |