D&D4:Modern Warfare (brainstorming, at this point)

Post/Author/DateTimePost
#1

greatfrito

Jan 26, 2010 11:48:41
I've seen one other thread here (via search) for "DnD Modern 4th Edition" - but it was the 4th edition of that particular poster's D20:M/DnD3.5 rules.

Anywho, call me crazy (I do), but I've been brainstorming a bit of a "modern" ruleset built upon D&D 4th Edition.  I know some (a lot of?) folks believe that the 4th edition mechanics won't jive well with "modern" sensibilities, so this is an experiment as much as anything.  Personally, I don't think they're the best fit, on a simulation level (obviously) - but I think that, as a game, they could work extremely well.  I'm also considering some of this as my own brainstorming for what I'd like to see added to D&D4 (or the next edition).

Anyways, some core concepts.
  • The Four Roles Remain Intact
    • However, they function like a cross between D&D4 "roles" and SW:Saga Edition "classes"
      • They describe a "combat function" that the character will serve, and

      • They give several different options, allowing for customization within the Role.


    • Each character builds his own "Class" from a menu of options.
      • A Primary Class Feature is selected from a role-specific menu.

      • Two Secondary Class Features are selected from a non-role-specific menu - this allows some characters to effectively "secondary" in another role, without having to multiclass.



  • The Powers System Remains (Mostly) Intact

  • Despite it being the sticking point for some (most) folks on translating D&D4 -> Modern, keeping the power system intact is a primary goal.

  • "Concepts" are attached to each ability score, and along with Role help determine the design for powers.
    • Strength - Physical Power - Keyed to Melee combat.

    • Constitution - Stability/Toughness - Keyed to the use of Automatic weapons.

    • Dexterity - Accuracy/Agility - Keyed to Other Ranged weapons.

    • Intelligence - Cunning - Keyed to planning and tactics.

    • Wisdom - Perception - Keyed to awareness and reaction.

    • Charisma - Influence - Keyed to inspiration and manipulation.


  • From there, the ability scores are spread between the roles (determining Primary stats for those roles, and power design).
    • Controller - Con / Dex / Int (Autofire / Single-Target Ranged / Tactics)

    • Defender - Str / Con / Wis (Melee / Autofire / Battlefield Awareness)

    • Leader - Int / Wis / Cha (Tactics / Battlefield Awareness / Inspiration)

    • Striker - Str / Dex / Cha (Melee / Single-Target Ranged / Manipulation)


  • Probably not going to have any "secondary" ability scores.
    • This allows the character more freedom in power selection, and makes power design a lot more bearable.
      • Without a Secondary ability score, a character can still be rewarded for keeping 2 stats high - in this case, rather than benefiting in some minor way on some powers, a second stat will usually benefit through secondary features and the ability to select (and be effective with) a larger variety of powers.

      • In addition, it's likely that many "secondary effects" will crop back up in the form of feats.



  • The most significant change I intend to implement is to alter the way that Utility powers are designed entirely.
    • "Utility Powers" (at level 2, 6, 10, 12, 16, 22, 26) will be replaced with "Talents".

    • Some Talent options will have a combat use - they will grant you the use of a Utility Power (and thus will be the most like D&D4's current Utility powers).

    • Others, however, will be more "non-combat" options.

    • It's not set yet how these will be available.  By Role seems too limiting for many, but appropriate for some.  By Skill (like Skill Powers) seems appropriate for many, but isn't broad enough.
      • At this point, I'm considering having a list for each Role (maybe 2-4 talents) at each level slot, and then having the balance of them be "Universal" talents (available to characters of any role) - skill requirements will be used on many of them, both Role-specific and universal.



  • Equipment

  • Equipment is not yet set-in-stone (or even beyond the "pre-planning" stage).
    • Most options will be along the same lines as D&D4's equipment (currently) - not the items themselves, but the same kinds of stats and mechanics.

    • Automatic (or Autofire) will be a keyword property - it's unclear as-of-yet if there will be a counterpart to designate semi-automatic weapons, or single-fire weapons.

    • Weapon Groups may still exist, though in what form it is unclear.

    • Grenades are likely to have stats similar to weapons, but it's unclear how they should be implemented.
      • The current concept is to go with a sort of "Borderlands" (videogame) route: Grenades have stats, but are only usable with appropriate powers (Encounter and Daily only) - the powers you have available will essentially determine the quantity of grenades you have, while the Grenade (item) itself will determine the basic values of those attacks.

      • There may or may not be a "grenade basic attack".


    • Ammunition Will Not Be Tracked.
      • Ammo tracking can be implemented if a player/group wants, but the basic rules will presume that ammo is not tracked numerically.

      • Instead, I'm running with the "attacks are an abstraction - the one attack roll you make may be representative of several attacks on your turn" concept.
        • A roll of 1 on an attack means that the weapon is out of ammo.  This is a status, similar to a cross between Dazed and Prone.  You cannot attack with the weapon until you reload it.  Reloading requires a Move action (and usually a Minor action to draw an extra clip).
          • This means that attacks with multiple attack rolls (such as many Autofire attacks vs. groups, or some Striker attacks with multiple shots) are more likely to result in you running out of ammo.

          • It may also allow a character to go a whole combat, with a "6 shot" revolver, and never have to reload.  While an abstraction, I can see how it really breaks down the illusion of any semblence to reality for some folks.
            • A Potential Explanation: While you only "have to reload" on a roll of 1, those times represent the situations where, cinematically, you have to "take a break" to reload - ducking out of the fight for a moment, or stopping in place.  However, like attacks, those "reload" actions are only representative of a larger whole - characters are reloading more often, but it's usually rolled up into their other actions.  When the revolver-PC stands his ground and only uses his Standard and Minor actions, it's just presumed that he (might have) reloaded using the Move action he didn't explicitly use.  Other times, when he moves around the battlefield, it might be presumed that he reloaded during his movement - "on the run", if you will.





    • "Magic" Items and Enhancement Bonuses?
      • The "suggestions" in DMG2 for replacing magic items are in place - you gain scaling enhancement bonuses as you increase in level.  "Masterwork" armor is available, and depending on what they look like in Dark Sun, the "masterwork" weapons mechanics may also get used.

      • "Improved" weapons will still exist - they can have enhancement bonuses, but the character will use only the higher of the two (either the item's enhancement bonus, or his inherent enhancement bonus).  Critical hit damage may still make these items valuable.

      • Properties are also likely to be available.  Something like the "Flaming" property might translate to "Incindiary Rounds" or some such.

      • Ammo may carry it's own properties (like the above "Incindiary Rounds"), and function kind of like the Dragonshard augments (see Eberron Player's Guide).



  • But really, as said at the start, equipment is almost completely up-in-the-air still.

  • Overall Guiding Principles?

  • Mostly just one: CINEMATIC, NOT REALISTIC.
    • I know this will turn some people away, and really, that's fine.  Just keep it in mind as I progress with this.



Alright.  Anyways, that's a fairly decent summary / plan of attack.  I'll post more as I (slowly - very slowly) have it ready.
#2

greatfrito

Jan 26, 2010 11:49:26
Roles and Features
Primary Features - By Role

Controller


Primary Class Features
Choose one of the following primary class features.

Enhanced Accuracy
    You gain a +1 bonus on the first attack roll you make during your turn.  In addition, you gain the following power.
        Free Action, 1/encounter, Trigger: You make an attack roll.
        You gain a +2 bonus on the attack roll.
        11th Level: You gain a +3 bonus on the attack roll.
        21st Level: You gain a +5 bonus on the attack roll.

Lasting Affliction
    Targets take a -1 penalty on saving throws against the effects of your powers.  In addition, you gain the following power.
        Free Action, 1/encounter, Trigger: An effect you have inflicted on the target is going to end.
        The effect on the target ends at the end of your next turn, instead of now.
        
Staggering Assault
    When you use an Encounter or Daily attack power on your turn, you can slide one target hit by the power 1 square after the power's effect is resolved.
    11th Level: You can slide two targets hit by the power.
    21st Level: You can slide three targets hit by the power.

Defender


Primary Class Features
Choose one of the following primary class features.

Combat Challenge [Fear]
    Minor Action, 1/turn;
    Target is marked until the end of the encounter, until reduced to 0 HP, or until you fail to engage the target (see below).  A creature can be subject to only one mark at a time.  A new mark supersedes a mark that was already in place.
    While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target.  A target marked by this power also takes 5 psychic damage the first time it makes an attack that doesn't include you as a target before the start of your next turn.
    On your turn, you must engage the target you have challenged, or the challenge ends.  To engage the target, you must either attack it or end your turn adjacent to it.  If neither of these events occur by the end of your turn, the marked condition ends and you can't use combat challenge on your next turn.
    11th Level: A target marked by this power takes 10 psychic damage.
    21st Level: A target marked by this power takes 15 psychic damage.

Draw Fire
    No Action;
    Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target.  The mark lasts until the end of your next turn.  A creature can be subject to only one mark at a time.  A new mark supersedes a mark that was already in place.
    While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target.  A target marked by this power is also subject to the following attack.
        Immediate Interrupt, Trigger: Target makes an attack that does not include you as a target.
        You make a basic attack against the target.

Watchful Eye
    Minor Action;
    Target is marked until the end of the encounter, until reduced to 0 HP, or until you use this power against another target.  A creature can be subject to only one mark at a time.  A new mark supersedes a mark that was already in place.
    While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target.  A target marked by this power is also subject to the following effect.
    Immediate Interrupt, Close burst 10, Trigger: Target hits an ally with an attack.
    Effect: Reduce the damage dealt by the triggering attack by an amount equal to 5 + your Wisdom modifier.
    11th Level: Reduce the damage dealt by an amount equal to 10 + your Wisdom modifier.
    21st Level: Reduce the damage dealt by an amount equal to 15 + your Wisdom modifier.

Leader


Primary Class Features
Choose one of the following primary class features.

Bolstering Word
    Minor Action, 1/turn, 2/Encounter;
        16th Level: 3/Encounter;
    The target can spend a healing surge, but does not regain hit points.  Instead, the target gains a +1 power bonus to AC until the end of the encounter.  The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Charisma modifier.
    11th Level: Temporary hit points equal to the target's healing surge value + double your Charisma modifier.
    21st Level: Temporary hit points equal to the target's healing surge value + triple your Charisma modifier.

Field Medic
    Move Action, 1/turn, 2/Encounter;
        16th Level: 3/Encounter;
    Special: If you target an ally, you can shift a number of squares equal to your speed, but you must end this movement adjacent to the target ally.
    You or an adjacent ally can spend a healing surge and regain additional hit points equal to 1d6 + your Wisdom modifier.
    6th Level: Regain additional hit points equal to 2d6 + your Wisdom modifier.
    11th Level: Regain additional hit points equal to 3d6 + your Wisdom modifier.
    16th Level: Regain additional hit points equal to 4d6 + your Wisdom modifier.
    21st Level: Regain additional hit points equal to 5d6 + your Wisdom modifier.
    26th Level: Regain additional hit points equal to 6d6 + your Wisdom modifier.
    
Inspiring Word
    Minor Action, 1/turn, 2/Encounter;
        16th Level: 3/Encounter;
    The target can spend a healing surge and regain an additional 1d6 hit points.
    6th Level: Regain 2d6 additional hit points.
    11th Level: Regain 3d6 additional hit points.
    16th Level: Regain 4d6 additional hit points.
    21st Level: Regain 5d6 additional hit points.
    26th Level: Regain 6d6 additional hit points.

Striker


Primary Class Features
Choose one of the following primary class features.

Chosen Quarry
    Minor Action, 1/turn;
    The enemy nearest to you is designated as your quarry until the end of the encounter, until the target is reduced to 0 HP, or until you use this power on a different target.
    Once per round, when you hit the target with an attack, you can choose to deal +1d6 extra damage.
    11th Level: You can choose to deal +2d6 extra damage.
    21st Level: You can choose to deal +3d6 extra damage.

Deadly Aim
    Minor Action, 1/turn;
    Once before the end of your turn, when you hit the target with an attack, you can choose to deal +1d6 extra damage.
    11th Level: You can choose to deal +2d6 extra damage.
    21st Level: You can choose to deal +3d6 extra damage.

Sneak Attack
    No Action, 1/turn;
    When you have combat advantage against a target, and you hit that target with an attack, you can choose to deal +2d6 extra damage.
    11th Level: You can choose to deal +3d6 extra damage.
    21st Level: You can choose to deal +5d6 extra damage.
#3

greatfrito

Jan 26, 2010 18:20:19
At-Wil Powers [In Progress]

Controller At-Will Powers

Constitution

Concentrated Fire [Auto]
Standard; Ranged 10
Requirement: Must be wielding an Autofire weapon
Target: One creature.
Effect: Con mod damage.
    21st: 1[W] + Con mod damage.

Pin Down [Auto, Fear]
Standard; Area burst 1 within 10
Requirement: Must be wielding an Autofire weapon.
Target: Each creature in burst.
Constitution vs. Will
Hit: The target is knocked prone.
Effect: The burst creates a zone of erratic autofire until the start of your next turn, or until you leave your current space.  Any creature that ends its turn in the zone and is not prone takes 1[W] damage.
    21st: Any creature that ends its turn in the zone and is not prone takes 2[W] damage.

Pray and Spray [Auto]
Standard; Close blast 3
Requirement: Must be wielding an Autofire weapon.
Target: Each creature in blast.
Constitution - 2 vs. Reflex
Hit: Con mod damage, and slide the target 1 square.
    21st: 1[W] + Con mod damage.

Rapid Shot [Auto]
Standard; Ranged weapon
Requirement: Must be wielding an Autofire weapon.
Target: One, two, or three creatures.
    21st: Target an additional creature.
Constitution vs. AC
Hit: Con mod damage.
    21st: Twice your Con mod damage.

Dexterity

Hobbling Shot
Standard; Ranged weapon
Target: One creature.
Dexterity vs. AC
Hit: 1[W] + Dex mod damage, and the target is slowed until the end of your next turn.
    21st: 2[W] + Dex mod damage.

Piercing Shot
Standard; Ranged weapon
Target: One creature.
Dexterity vs. AC
Hit: 1[W] + Dex mod damage.  Any enemy providing the target cover against this attack takes damage equal to your Dex mod.
    21st: 2[W] + Dex mod damage.

Staggering Shot
Standard; Ranged weapon
Target: One creature.
Dexterity vs. Fortitude
Hit: 1[W] + Dex mod damage, and you push the target 2 squares.
    21st: 2[W] + Dex mod damage.

Stinging Shot
Standard; Ranged weapon
Target: One creature.
Dexterity vs. AC
Hit: 1[W] + Dex mod damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    21st: 2[W] + Dex mod damage.

Intelligence

Calculated Misinformation
Standard; Area burst 1 within 10
Target: Each enemy in burst.
Intelligence vs. Will
Hit: Int mod damage, and you slide the target 1 square.
    21st: 1d10 + Int mod damage, and you slide the target 1 square.

Intuit Action
Standard; Ranged 10
Target: One creature.
Intelligence vs. Will
Hit: The target takes a penalty to attack rolls equal to your Int mod until the start of your next turn.

Plan in Motion
Standard; Area burst 1 within 10
Target: Each enemy in burst.
Intelligence vs. Will
Hit: The target grants CA until the end of your next turn.
    21st: Target is slowed and grants CA until the end of your next turn.

Predict Opportunity
Standard; Area burst 1 within 10
Target: Each enemy in burst.
Intelligence vs. Wil
Hit: Until the end of your next turn, if the target makes an attack it takes damage equal to your Int mod, and an ally of your choice within 5 squares of the target can make a basic attack on the target as an immediate reaction.
#4

bone_naga

Jan 31, 2010 12:04:23
You should check out Amethyst from Dias Ex Machina games. It incorporates moder/future tech and is completely compatible with 4e D&D. You can preorder it from Goodman Games (I think it releases in April but I could be wrong). Neurospasta will also be released further down the road, but it is less compatible with regular D&D even though it still uses the 4e system.
#5

babyj

Apr 27, 2010 5:35:02
GreatFrito: you abandoned this, or are you still workin on this?