D&D classes in Modern

Post/Author/DateTimePost
#1

dahgda

Jun 13, 2009 12:22:24
So I am coming over to playing Modern, but I am not so sure I like the class system for it. The concept I am using is that magic has returned, all of 20 years ago, so I was thinking... why not just use the D&D classes? Change some of the skills to Modern, and limit them to the four basic classes (at first) of cleric, fighter, rogue and wizard.

Has anyone tried this (I looked on the boards, but didn't see anything about it), and if so, how did it go? If not, does anyone see any obvious issues mechanically?
#2

MechaPilot

Jun 13, 2009 12:55:19
The only real problem with v3 or v3.5 D&D classes in D20 modern comes when you try to mix the D&D classes with modern classes. The Modern classes are not set at the same power level as the D&D classes, and a D&D fighter (with modern equivalents for all his proficiencies) will easily outstrip a Strong Hero of the same level. As long as you're not mixing modern and D&D classes, there really shouldn't be a problem.
#3

backstabbist

Jun 13, 2009 13:50:55
Dahgda-
In D&D a fighter makes a swell archer, plenty of Ranged type bonus feats.
Who (what classes) will get access to Personal Firearms Prof feat if you use the D&D Big4?
What about DoubleTap, Autofire, Burstfire?

Put another way,
what weapons do you see the Thief Cleric & Wizard carrying at 1st level?
Colt45 or a 357? 30-30 levergun or a ww2 surplus Garand? Shotgun? Deer rifle?
#4

E._Ravenwood

Jun 13, 2009 14:23:20
Put another way, what weapons do you see the Thief Cleric & Wizard carrying?

I'm thinking a +3 Super Soaker with a Bayonet Attachment (+2 Assassin Dagger) filled with Holy Water ;)
#5

dbay

Jun 13, 2009 16:48:15
I'm thinking a +3 Super Soaker with a Bayonet Attachment (+2 Assassin Dagger) filled with Holy Water ;)

Seriously. I cannot stop laughing... +3 super soaker? good god! what has the world come to? "+4 fiery baseball bat" "+2 stapler of human's bane"

One big issue with using the base D&D classes is that the magic users are even better in modern than they would be in D&D. Now, people's first reaction is something like "but the non-magic classes will use technology, guns, and grenades to balance things out!" Which is true, assuming you're wizards are all from a thousand years in the past.

Because of the defense bonus system and firearms, armour isn't a big deal in modern, so your arcane classes don't really get held back there. One feat (personal firearms proficiency) turns your wizard into a death machine. Suddenly he can fight almost as well as any fighter (with a low BAB, he can just switch to autofire), as well as cast spells. It's easy in modern to take a "noncombat" class like the Charismatic hero and, with the right gear, become a terminator. If you can do it with him, you can do it with a wizard.

Its even more insane for clerics, who get a 3/4 BAB and armour proficiencies.

Also the D&D classes aren't balanced if you try to mix them, which mechapilot already said.

Of course its up to you, but I would strongly recommend keeping the standard modern classes. It keeps the magic down so its more or less fair. I've played a bunch of Urban Arcana games with the standard rules and theyve all worked out fine, and once with D&D classes, for a total disaster.
#6

trappedslider

Jun 13, 2009 18:14:10
Classically Modern there ya go...
#7

MechaPilot

Jun 13, 2009 18:53:55
It's not like it isn't doable though. You'd have to houserule plenty of stuff. I played in a friend's campaign, and he tried the same thing. Cheerleader Bard for the win!

We didn't make it more than a few levels before we realized the extent of the power difference, after that we just used the Urban Arcana D&D->Modern class conversion rules.

If you want to play mages from the get go, you could always houserule that the prereqs for the fx advanced classes don't matter. Then the players could start as acolytes or mages.
#8

Ragitsu

Jun 14, 2009 2:25:37
+3 chaotic AK-47, anyone?