DnD Modern FAQ [Archive] - Wizards Community

Post/Author/DateTimePost
yngthlet

10-30-07, 11:41 AM
Here is the FAQ for my variant rules system DnD Modern.
For those that has been fans or haters of the system since its beginning here it comes again.

The website that holds it is here (http://dndmodern.wikispaces.com/).
The website will be updated later on for more information, better looks and images.
yngthlet

11-07-07, 07:10 AM
Doesn't anyone have a * question?
Krusk

11-07-07, 12:56 PM
try the d20 modern forum? they might have more.

http://forums.gleemax.com/forumdisplay.php?f=467
yngthlet

11-09-07, 06:31 AM
To Krusk
a) I posted the 1st and 2nd edditions of DnD Modern on the Urban Arcana forum

b) WTF? do you mean
ppirilla

11-09-07, 06:34 PM
I don't understand.... What exactly are you trying to do?
yngthlet

11-10-07, 05:58 AM
To ppirilla
I'm trying to do a variant rules system which isn't that linear or un-realistic.
yngthlet

12-16-07, 06:44 AM
Sorry for not uppdating my web site due to my webhost has problems.
yngthlet

12-21-07, 11:19 AM
New uppdate on the sites talents basics page and a brand new page talents a to z, which both are in thier beta stage
pigknight

12-21-07, 08:00 PM
Dude, get d20 Modern if u want modern DnD. You don't have to reinvent the wheel.
yngthlet

12-22-07, 06:03 AM
I havn't reinvented the weel, I have been redefining the weel with this projekt which I have worked on for 2,5 years
lulzapalooza

12-23-07, 03:07 AM
I havn't reinvented the weel, I have been redefining the weel with this projekt which I have worked on for 2,5 years:heehee
yngthlet

01-06-08, 08:13 AM
Human species added
pigknight

01-08-08, 09:14 PM
Dude seriously, d20 Modern. And you have reinvented the wheel, it is now called the sheel.
yngthlet

01-09-08, 07:01 AM
Look at pages 76-78 in the book Unearthed Arcana pigknight
Elrabin

01-12-08, 11:03 AM
I see what you're trying to do, its basically DnD with an easier way of multi-classing. It doesn't really seem like my thing, but I see the point of it.
yngthlet

01-27-08, 11:59 AM
I've uppdated the talent lists, and I've 22 talent trees left to do.
yngthlet

02-19-08, 03:14 PM
All talents are done and the talent list is uppedated talent and I've added the Arcane Awakening talen to the "talent preview" page

The all talents that begins with an A is released
yngthlet

02-24-08, 06:22 AM
I have hit a legal wall, as such I'm forced to remove all allegiances that is based on the rules in the PH2 and the Taint and Honour allegiances.
And also I'm also removing the Paladin of Horror, Palading of Karma, Honourable Sorcerer, Honourable Warrior, Tainted Sorcerer and the Tainted Warrior talent trees.
:weep:
yngthlet

03-03-08, 12:05 PM
Talent pages A-M are released as well as the Elf and Drow species are added.
yngthlet

03-06-08, 06:38 AM
All talents released
Soon to come: Uppdate on the Human Species page and Feats
JSorenson1979

03-13-08, 05:54 AM
<a href="http://s194.photobucket.com/albums/z139/JSorenson1979/?action=view&current=CAT5.jpg" target="_blank"><img src="http://i194.photobucket.com/albums/z139/JSorenson1979/CAT5.jpg" border="0" alt="Photobucket"></a>
JSorenson1979

03-13-08, 05:54 AM
http://i194.photobucket.com/albums/z139/JSorenson1979/CAT5.jpg
yngthlet

03-13-08, 06:44 AM
JSorenson1979: ehh...:confused:
yngthlet

03-13-08, 12:39 PM
I have should have released this ages ago but here is a what it can look like in DnD Modern short time after DnD 4th edition is released.

Pit Fiend
Large sized Exemplar Humanoid Outsider (Evil, Lawful, Devil*); CR 13; Rep: +8
Init: +12; Senses: See in Darkness, Darkvision 18m, Spot +21 (cc), Listen +21 (cc)
Aura: Fear Aura
Languages: Infernal, Celestial, Draconic, Telepathy 30m
Allegiances: Lawful (Major: As: 13), Evil (Major: As: 13), Archfiend (Minor)

ACD: +44; FD: +44; RD: +44; WD: +44; Spell Resistance
hp: 325 (26d8+208), Bloodied: 163; DR 15/Good and Silver; Regeneration 5; Mas: 27
Immune: Fire, Poison
Resistance: Acid 10, Cold 10

Speed: Land (Base): 2m/s (1 and a 1/3 of squares), 12m/round (8 squares), Fly (avarage): 3m/s (2 squares), 18m/round (12 squares), Blink: 3m/s (2 squares), 18m/round (12 squares); Ap: 14
Fs: 3m by 3m; Reach: 3m
Melee: Unarmed strike +39 (1d4+13 non-lethal, Frontal)
Melee: 2 Claws +39 (2d8+13 each, Frontal)
Melee: 2 Wings +37 (2d6+13 each, Flank)
Melee: Bite +37 (4d6+13 plus poison plus disease, Frontal)
Melee: Tail Slap +37 (2d8+13, Rear)
BAB: +26; Grp: +43
Atk Options: Aligned Strike (Lawful, Evil), Constrict 2d8+13, Disease (Devil Chills), Poison, Improved Grab
Spell-Like Abilities: Blasphemy, Create Undead, Dispel Magic, Divine Aura, Fireball, Hold, Image, Infernal Summons, Invisibility, Magic Circle, Meteor Swarm, Power Word
Advencement: 27-44 HD (Large), 45-62 HD (Huge)

Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
SQ: Exemplar type modifier traits, Humanoid type modifier traits, Outsider type traits, Evil subtype traits, Lawful subtype traits, Devil subtype traits, Infernal Contract, Spell-like abilities
Feat: Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Ability Focus (Fear Aura), Improved Grapple, Combar Expertise, Combat Reflexes
Talents: Extra Feat, Skill Knowledge
Skills: Acrobatics +21 (cc), Climb +26 (cc), Concentration +47 (cc), Combat Focus +26 (unt), Deception +21 (cc), Forbidden Knowledge (any skill) +26 (all unt), Forbidden Lore (Arcana) +47 (cc), FOrbidden Lore (Any other) +26 (all unt), Jump +26 (cc), Knowledge (Arcana) +60 (C), Knowledge (Earth and Life Sciences) +47 (cc), Knowledge (Theology and Philosophy) +47 (cc), Knowledge (Any other) +26 (all unt), Listen +21 (cc), Lore (any skill) +26 (all unt), Persuasion +21 (cc), Psicraft +26 (unt), Search +21 (cc), Speak Language (Celestial) +47 (cc), Speak Language (Draconic) +47 (cc), Speak Language (Infernal) +47 (cc), Speak Language (Any other) +26 (all unt), Spellcraft +47 (cc), Spot +21 (cc), Stealth +21 (cc)

*= Baatezu

Fear Aura: (Su): Pit Fiend can radiate a 12m (8 squares) radius fear aura as a free action. The Pit Fiend makes an attack roll if the roll, if a creature with a Will defence lower than the attack roll he/she/it is now shaken.
If a creature with a Will defence equal or higher isn't affected and can't be affected by similar fear aura for 24h.
The Pit Fiend gains a bonus on its attack roll equal to its reputation bonus +2.

Disease (Su): Devil Chills: Atk: +9; Incubation Period: 1d4 days; Damage 1d4 Str.
The attack roll gains a bonus eqaul to the Con modifier (not included).

Poison (Ex): Injury; Atk: +9; Initial Damage 1d6 Con; Secondary Damage: Death.
The attack roll gains a bonus eqaul to the Con modifier (not included).

Improved Grab (Ex): To use this ability, the Pit Fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.

Exemplar type modifier traits:
Supernatural abilities: Plane Shift, Teleport, the creature makes rolls a 1d20 then add its character level to counter the DC:s of Plane Shift and Teleport.
Skills: The creature adds his/her/it character level as a bonus on all Concentration, Combat focus, Forbidden Knowledge, Forbideen Lore, Knowledge, Lore, Psicraft, Spellcraft and Speak Language checks, the skill bonus is a supernatural ability.

Humanoid type modifier traits: No bonuses or penalties are tied to this type modifier.

Outsider type traits:
Darkvision out to 18m.

Evil subtype traits:
Creatures that have this subtype have the evil allegiance; however, if he/she gain the good or balance allegiances the subtype. The creature also suffers effects according to its actual alleguabce. The creature has +5 bonus its evil allegiance score.
Natural weapons and any weapons the creature wields are lawuful aligned.


Lawful subtype traits:
Creatures that have this subtype have the lawful allegiance; however, if he/she gain the lawful or balance allegiances the subtype. The creature also suffers effects according to its actual alleguabce. The creature has +5 bonus its lawful allegiance score.
Natural weapons and any weapons the creature wields are lawuful aligned.


Devil subtype traits:
Immunity: Fire, Poison
Resistance: Acid 10, Cold 10.
See in Darkness (Su): Devils can see perfectly in darkness of any kind.
Infernal Summons (Sp): As the Summon Monster spell except that the spell only summons creatures with the Devil subtype.
Telepathy.

Infernal Contract (Su): The Pit Fiend can sign a contract with any creature that hasn't the Exemplar type modifier.
In excange of the creature's soul the Pit Fiend can cast Wish as a spell-like ability for the creature.
Once the creature dies the Pit Fiend makes an attack roll, with a bonus eqaul to the number of wishes the creature has made, aganist the creatures Will defence. If the roll succeeds the Pit Fied gains the creatures soul and any resurrection magic fails for that creature, if the roll fails the Pit Fiend doesn't gain the soul.
Once the creature makes a selfless wish the contract is broken, any wish the creature has already made still remains.

Pit Fiend Lore
Forbidden Lore (History)
DC 10: Devils are releated to angels, demons, guardinals, eladrins, slaads, titans and formians.
DC 35: Devils, angels, demons, guardinals, eladrins, slaads, titans and formians belong to the same species.

Knowledge (Theology and Philosophy)
DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city or army in its master's domain.
DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.
yngthlet

03-17-08, 04:42 AM
Ok, I'm thinking doing some changes in DnD Modern similar to the Pit Fiend example on post 24, this includes the following changes:
Skill based FX
Fewer skills
Type modifiers
Fewer types

Any concerns or criticism?
yngthlet

03-20-08, 06:48 AM
I'm going to do the changes I have planned.
But as I'm writing all of that down, you all can enjoy the tweak on the skill page and the new Ogres page.
yngthlet

04-16-08, 08:17 AM
Here is all of things i going to change, add and/or remove in the DnD Modern 4th edition so far.

DnD Modern before 4th edition DnD Modern 4th edition

Skills
Appraise, Craft, Demolition, Disable Device, Repair, Item Creation feats Folded into Craft, each category is treated as a separate subskill as normal
Autohypnosis, Concentration Folded into the skill Concentration
Balance, Escape Artist, Tumble, Use Rope use of Survival skill Folded into the skill Agility
Bluff, Disguise, Forgery, Gamble Folded into the skill Deception
Climb No change
Computer Use No change
Decipher Script, Speak Language Folded into Speak Language, each language is treated as a separate subskill as normal
Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive Folded into Persuasion
Drive No change
Forbidden Knowledge (Overall), Research Folded into Forbidden Knowledge, each category is treated as a separate subskill as normal
Forbidden Lore (Overall), Research Folded into Forbidden Lore, each category is treated as a separate subskill as normal
Hide, Move Silently, Sleight of Hand Folded into Stealth
Investigate No change
Jump No change
Knowledge (Overall), Research Folded into Knowledge, each category is treated as a separate subskill as normal
Listen, Search, Spot Perception
Lore (Overall), Research Folded into Knowledge, each category is treated as a separate subskill as normal
Perform No change
Pilot No change
Profession No change
Psicraft, Use Psionic Device, Metapsionic feats Folded into Psicraft
Ride No change
Spellcraft, Use Magic Device, Metamagic feats Folded into Spellcraft
Survival, Navigate Folded into Survival
Swim No change
Treat Injury No change

Feats* (so far)

Individual Feats
Endurance Is a skill

Feat categories
General feats Mostly no changes
Fighter feats Renamed to Combat feats
Psionic feats, Feats that applies to spellcasting Are now Mental feats
Initial feats No changes
Talent feats No changes

Other (so far)
Action points system* Some changes
Spellcasting system* Skill based
Manifesting system* Skill based
Bards, Druids, Rangers Cast Nature spells


DnD 4th* (so far) DnD Modern 4th edition
Actions (DnD 4th edition) Gone
Arcane powers Spellcraft uses
Attack system (DnD 4th edition) Perhaps
Character roles Gone
Divine powers Spellcraft uses
Duration system (DnD 4th edition) Added
Eladrin Some changes
Healing system (DnD 4th edition) Perhaps
Martial powers Combat Focus (new skill) uses
Monsters (DnD 4th edition) As DnD 3.5 and d20 Modern with some changes
Reach system (DnD 4th edition) Gone
Rest system (DnD 4th edition) Perhaps
Saving throw system (DnD 4th edition) Some changes
Static Defence Added
The trio of "C" rules Perhaps
Tiers Gone


Other Changes
Types
Aberration type has some changes
Animal type are now a subtype
Beast type added
Construct type has some changes
Elemental type remains a type
Fey type remains a type
Giant type are now gone, any affects now applies to large sized creatures with the Humanoid type modifier
Humanoid type are now a type modifier
Magical Beast type are now gone
Monstreous Humanoid type are now gone
Ooze type are now a type modifier
Outsider type remains a type
Plant type are now a type modifier
Undead type has some changes
Vermin type are now a subtype

Subtypes
Allegiance subtypes (Balance, Chaotic, Evil, Good, Lawful) remains as they are
Angel subtype remains as it is
Aquatic subtype are now a type modifier
Archon subype remains as it is
Augmented subtype has some changes
Elemental energy subtypes (Air, Cold, Earth, Fire, Water, Wood) remains as they are
Extraplanar subtype is now a condition
Humanoid subtypes (such as Elf, Goblinoid or Human) remains as they are
Incorporeal subtype has some changes
Native subtype is gone
Psionic and similar subtypes are gone
Shapechanger subtype has some changes
Swarm subtype has some changes

Type modifiers
Elder type modifier added
Exemplar type modifier added
Tauric type modifier added

*= Unreleased

This might be changes as things are progressing.
Any concerns or criticism?
yngthlet

05-06-08, 07:03 AM
Here is a small taste of DnD Modern 4th edition

Classes

Class Basics

Ability: Each class has a primary ability score attached to it.
Hit Die (HD): The hit die type used by characters of the class to determine the number of
hit points (hp) gained per level. A player rolls one die of the given type each time
his/her character gains a new level. The character’s Con modifier is applied to the roll.
Add the result to the character’s hp total. Even if the result is 0 or lower, the
character always gains at least 1 hp. A 1st-level character gets the maximum hp rather
than rolling (although the Con modifier is still applied).
Base Attack Bonus (BAB): The character’s base attack bonus.
Base Damage Bonus (BDB): The character's base damage bonus.
Armour Defence Bonus (AD): The character’s bonus to armour defence.
Reflex Defence Bonus (RD): The character's bonus to reflex defence.
Fortitude Defence Bonus (FD): The character's bonus to fortitude defence.
Will Defence Bonus (WD): The character's bonus to will defence.
Reputation Bonus (Rep): The character’s base Reputation bonus.
Class Skills: Here are the various skills that the character can trained in. The skill
can be learned in two steps. First step is trained and the second step is specialist.
Note: Some talents grant extra bonus skills.
Each time the character takes a class he/she learns more skills.
Starting Feats: The feats gained at 1st level in the class.
Talents: Each odd-numbered level (including first level) of class, the character gains
one talent, and the character gains a number of talents per level equal to the class
primary ability score (with a minimum of 1 talent per level).
Bonus feats: Each even-numbered level of class, the character gains a bonus feat which can
be any feat except for Talent feat.

Table: Bonuses and Talents/feats for each level of class
Level Bonus (A) Bonus (B) Bonus (C) Feat/Talent
1 +1 +0 +0 Talent
2 +2 +1 +1 Feat
3 +3 +2 +1 Talent
4 +4 +3 +2 Feat
5 +5 +3 +2 Talent
6 +6 +4 +3 Feat
7 +7 +5 +3 Talent
8 +8 +6 +4 Feat
9 +9 +6 +4 Talent
10 +10 +7 +5 Feat
11 +11 +8 +5 Talent
12 +12 +9 +6 Feat
13 +13 +9 +6 Talent
14 +14 +10 +7 Feat
15 +15 +11 +7 Talent
16 +16 +12 +8 Feat
17 +17 +12 +8 Talent
18 +18 +13 +9 Feat
19 +19 +14 +9 Talent
20 +20 +15 +10 Feat
21 +21 +15 +10 Talent
22 +22 +16 +11 Feat
23 +23 +17 +11 Talent
24 +24 +18 +12 Feat
25 +25 +18 +12 Talent
26 +26 +19 +13 Feat
27 +27 +20 +13 Talent
28 +28 +21 +14 Feat
29 +29 +21 +14 Talent
30 +30 +22 +15 Feat
…* … … … …
*= And so on, on and on.

To gain a level the next character level, the character must amass 1000 x character's ECL
x Character's ECL +1 of Experience points (xp for short). For instance a character with
an ECL of 12 must amass 156 000 xp (1000 x12 x13), to gain to the next level.

Any questions?