| Post/Author/DateTime | Post |
|---|---|
| Sola200706-28-07, 01:34 PM | Hello, I am making a Space age Role-playing for my PCs and I am in need of classes for the players. I can not buy any books so I need help to find ones please. I am using the D20 system. Thank you all very much. |
| Noobofsonicbooms06-28-07, 02:24 PM | If you read the DMG ther is a part about futuristic weapons like lazor cannons and stuff. Also ther is a Whole Starwars D and D thing you could check out, but I don't know much about it. |
| Sola200706-28-07, 02:53 PM | Hve have all the infomation on everything but Class and races. Thank you for trying though. Does anyone know where I could find Star Wars classes so I can have a look? Thanks |
| Charke06-28-07, 02:53 PM | I would download the MSRD - the Modern System Reference Document. It contains most of the d20 Modern and d20 Future rules. This includes a whole slug of classes and prestige classes. (link below) If you are serrious about playing science fiction, you might consider switching to d20 Modern system. It almost the same as d20 fantasy so the conversion is mostly painless. Also it has rules for technology and is geared towards science fiction. http://www.wizards.com/default.asp?x=d20/welcome Mark Charke |
| penchant06-28-07, 03:08 PM | I have a mixed tech and magic campaign world. While I have also bought the D20 Modern and future books, I have found that it is easiest to adapt D&D rules in a mixed fantasy/scifi setting. There are several things I did that I think should be done. 1. Magic/Technology transparency. Any sufficiently advanced technology is indistinguishable from magic. Arthur C. Clarke Treat high tech as another type of magic. This is explainable by the fact that both use higher orders of energy. Any electronic device can be disrupted with an Electomagnetic Pulse. Dispel Magic is simply a magical way of disrupting energy patterns. So Like the psionic/magic transparency rules, magic and tech affect each other equally. This avoids ALOT of headaches and still makes sense. 2. The reason that spacefaring peoples still use swords and armor (and all the D&D rules we love) is that space ships don't work with holes in them. Resolve combats with boarding parties and hand to hand combat. Make it a rule that space ships are simply too rare and valuable for them to be blowing each apart. The ultimate goal is always to seize the opposing vessel. Magic spell lists should be limited to target affecting spells. Conisder that fireball, lightning bolt and such are taboo in spacefaring cultures. 3. read up on suffocation rules since someone will still cause a hull breach sometime. 4. Write each spaceship as a unique entity that is handcrafted and designed for specific purposes. This means that you don't have to come up with an elaborate system for building them. They can't be bought or sold, only aquired. This leaves you in control of the balance. As for sub light movement, just use scaled combat (1 square = 1sqkm). Assume that if a ship moves into another square that boarding actions are going to happen. 5. Design your technology as if adapted from fantasy cultures rather than from modern ones. They won't build a plasma rifle, but would make a plasma bow instead. They don't have shuttle craft, they have astral mounts. 6. Make equipment for surviving in space both easy to use and reliable. Don't mess with PC's air hoses or make them count rounds until the air tank is empty. If you can get ahold of the planar handbook, then it has rules for zero-G and even PrC's (astral dancer) that work for this. If not, just wing it. Now if all you want is a straight scifi game, then look at the modern SRD http://www.wizards.com/default.asp?x=d20/article/msrd Edit: DANG! Ninja'd |