| #1zippiesdrainageNov 05, 2009 23:44:19 | I'm planning a Pulp Era (steampunkish pulp) 1920's campaign and I'm having a bit of trouble figuring out the class development. I'm using an alternate generic D20 book called Adventure! because it has a lot of good alternate ideas for classes. The pros are that it's similar to D20 modern, it adds in Background Feats and Daring Feats which help with the feel of the Pulp Heroes, but I can't use their classes because it's specific people (ie Detective, Entertainer, Spy etc) and I perfere the openess of Modern D20's Strong hero, Fast hero, with a chosen career.
So I need to rebuild the class tables from the modern one to add in "every 2 levels gain a background feat", "every 3 levels gain a daring feat" however with the modern D20 class as it is I can't leave in all the bonus feats and talents otherwise it'll get jumbled really fast, players will lose track of what their PC's can do and it'll get really crazy. Also the class tables in Adventure! are set up with class features at every other level too like in D&D 3/3.5. I wanted some help to figure out if I should cut out talents or bonus feats to keep it balanced. |
| #2backstabbistNov 06, 2009 1:01:02 | Dont get too hung up on the class names, one of the best sniper builds in d20Modern is to forget all about Fast and Sniper, just go for MartialArtist/Strong with a high dex and DoubleTap a M1Garand. You dont need levels in Thief to steal, and just cause you are classicly trained in Detective dont mean you cant make a decent sniper or conman or medic.
This reminds me of
However, it does bring in a long term lock on the one class party: Tommy TwoShivs, who's standing TWF defensive guard over Sniper Dan, who's perched for long rangecover fire for 2ndStory Steve-o, who climbed inside and is cracking the safe while XXXXX the Ninja (he wont tell us his name) deals with the security guys near Steve, and Captain Jim, the fighter ace that assembled the team, is driving the gettaway car
.... and we have 10 levels of playing the Single Class Party: Flyboy & The Four Fasts regardless of their class name they are playing their characters how they want to play them |
| #3rustam1Nov 06, 2009 13:43:18 |
I'm planning a Pulp Era (steampunkish pulp) 1920's campaign and I'm having a bit of trouble figuring out the class development. I'm using an alternate generic D20 book called Adventure! because it has a lot of good alternate ideas for classes. The pros are that it's similar to D20 modern, it adds in Background Feats and Daring Feats which help with the feel of the Pulp Heroes, but I can't use their classes because it's specific people (ie Detective, Entertainer, Spy etc) and I perfere the openess of Modern D20's Strong hero, Fast hero, with a chosen career.
So I need to rebuild the class tables from the modern one to add in "every 2 levels gain a background feat", "every 3 levels gain a daring feat" however with the modern D20 class as it is I can't leave in all the bonus feats and talents otherwise it'll get jumbled really fast, players will lose track of what their PC's can do and it'll get really crazy. Also the class tables in Adventure! are set up with class features at every other level too like in D&D 3/3.5. I wanted some help to figure out if I should cut out talents or bonus feats to keep it balanced.
no, no, leave it as is...we played Adventure! a for a few sessions last year, no mods or tweeks. It was great fun...very Indiana Jones or Mummy Returns. Campaign was based off of High Road To China with 1923 era Russians (Russian Civil War)

and Chinese (Rise of Chiang Kai-shek). The historical tie-in was from an incident in June of 1923
Anyway, it was whacking great fun. |