Borderlands: D20

Post/Author/DateTimePost
#1

alexfman37

Aug 27, 2011 1:42:33
Hi, I'm new here and I wanted to see what you guys think of my updated take on d20 Modern and my Borderlands supplement. 

D20 Modern v2 (as I call it)
Rapidshare Link to d20 Modern v2
Rapidshare Link to d20 Modern v2 Character Sheets

Bascially, all I did was update the d20 Modern rules set with Pathfinder. Feats, skills, combat maneuvers, the whole thing. I also added and changed some basic classes talents, just felt they needed something more.  I changed wealth to a $ system. It's much less realistic, but the games I run tend to benefit from this play style. To change it back I'd just use the original books as a reference. Besides that, not much is different. I've been running a Borderlands games for two months now and it has been a total blast.

Borderlands d20 Supplement
Rapidshare Link to Borderlands d20 Supplement 

The first thing I did was add psionics. I used a simplified Pathfinder version. It's still being tested and I think it might need a lot of tweaking, but what's in the link is the version I'm using now. I also added future feats and cybernetics. I'm still working on mutations. These haven't been playtested all that much either, but they look like they should be ok. Weapons are the most fun part. I have a list of basic weapons and then manufacturers. Each manufacturer modifys the weapons characteristics, some adding to hit, some damage. The combinations make choosing a weapon part of the fun. Then, you can get enhancements to your weapon, like rapid fire mods, red dot sights, and blades attached to the barrel. This makes customization go another level deeper. Then you can get Eridian crystals and use them to modify your weapons, a lot like D&D enchantments. Other equipment includes shields, neat armor, grenade mods, and tons of awesome vehicles. Again, it's currently being playtested, so a lot of stuff might not be balanced. Hope you have fun.

P.S. I'm no lawyer, so if my stuff isn't legally documented right, please give me a heads up.
#2

jje6421

Aug 28, 2011 11:16:23
well having read your starting occupations and equipment docs, I can see a problem with your wealth to cash conversion.  number one a soldier has the same starting funds as a student, and as a Outcast, but a scavenger has more.  Secondly you equipment costs need some reworking, unless your giving stuff to starting players based on there occupation.  no starting character can afford a vehicle, or a place to live. Its the biggest problem with converting the wealth system to cash.  It may work with your Borderlands equipment cost as they are nowhere near the same. example: a rocket launcher is 500 in your borderlands rules but is 1250 in your conversion rules,
#3

alexfman37

Aug 28, 2011 12:33:20
Yeah, the wealth to money switch was really just gonna be for Borderlands, but I thought I'd see how it looks on Modern, and I agree it's way off. I'd like to find a sensible alternative to Wealth, I just really don't care for it. I also should have noted that the Borderlands supplement replaces the weapons and armor, it's not in addition to it. Basic gear was pulled from Modern, but all weapons, grenades, and vehicles are from Borderlands. I should have noted that somewhere. This is the first "version", or whatever you want to call it, so I'm looking for as much feedback as possible. I just got sick of waiting for an update on Modern. I'm also working on a Warhammer 40k supplement in the meantime, so Ill hopefully have that ready for playtesting eventually.
#4

jje6421

Aug 28, 2011 13:36:53
example of how I handled it. As I run a Cyber / shadowrun based game. The big differences is in the starting equipment and the initial dice roll for the starting wealth, for standard equipment I was kinda  lazy and just use the SR equipment prices, but use a vehicle build system. and gadget system for weapons. changes the pricing for those items. Characters only keep 10% of remaining startup funds after game start.
ACADEMICAcademics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.Computer Use, Craft (writing), Decipher Script, Gather Information, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy), Research, or add a new Read/Write Language or a new Speak Language.
Occupation Items: Middle Lifestyle Home, Portable computer(tablet or laptop), Midsize car, Research Library +8 to Knowledge Skills (requires 6 hours
of research per 10DC), 1 Contact aquaintance, 1 Contact coworker.
Occupation starting Wealth
: Example: 30,000 yen or credits.  (8 (average roll of 4 on 2d4+4from original Occ.))
1-200 Yen/Credits = 0 Wealth201-500 Yen/credits =1 Wealth501-2000 Yen/credits =2 Wealth2001-4000 Yen/credits =3 Wealth4001-10000 Yen/credits =4 Wealth10001-15000 Yen/credits =5  Wealth15001-20000 Yen/credits =6 Wealth20001-25000 Yen/credits =7 Wealth25001-30000 Yen/credits =8 WealthAnd up from there every 5000 yen is roughly 1 to the Wealth total