| Post/Author/DateTime | Post |
|---|---|
| #1mlionheartJul 26, 2008 3:48:55 | Hi, I'm trying to merge a few D&D, and D20 Modern rules together, but I'm still unsure about most of it. Heres a list of what I think I need to do: 1: Turn all D&D class into Advance Classes 2: Decide which weapons are Simple, Martial, and Exotic I'll come back and edit this properly in a while. |
| #2koushiroJul 26, 2008 4:02:53 | I've seen a very large community effort to do this, and it fails miserably. I'd suggest going out and getting d20 Past and then the urban arcana book and seeing how well you can blend them together. |
| #3tema69Jul 26, 2008 5:36:53 | May I ask why you'd wanna use D&D classes in a d20 Modern game? You can be a Paladin with the d20 Modern classes without bending any rules. And you wanna turn "all D&D classes" into AdCs? That's like, I dunno, 500 classes? Or do you mean the core, base classes. Please clarify. |
| #4nix4Jul 26, 2008 9:15:16 | I'd say a more obtainable goal would be to come up with a conversion cheat sheet you can use while in-game. If everyone gets familiar with it then they can freely use all the books and do the math in their heads or change the pieces of the rules for their specific needs. As said before, this is a huge task. There are modern advanced classes that replace most of the AD&D core classes anyway. Beyond that requires allot of effort on your part. Im gonna see if I can hunt down some material along this line: http://paizo.com/paizo/messageboards/community/gaming/dnd/archives/trueD20 Good Online MSRD that has both 3.5 and d20 Modern SRDs in one place..might be useful for flipping between material http://www.dandwiki.com/wiki/Main_Page |
| #5ranger_regJul 27, 2008 1:54:43 | Hi, I'm trying to merge a few D&D, and D20 Modern rules together, but I'm still unsure about most of it. Heres a list of what I think I need to do: Google "merlin's workshop" and "classically modern." |
| #6mlionheartJul 28, 2008 14:46:19 | I've seen a very large community effort to do this, and it fails miserably. I'd suggest going out and getting d20 Past and then the urban arcana book and seeing how well you can blend them together. What exactly makes it so difficult? It's prety much just the classes tha I could think f that need changing though, and I only really wanted some decent requirements to get them. I don't think I want there levels shortened to 10. May I ask why you'd wanna use D&D classes in a d20 Modern game? You can be a Paladin with the d20 Modern classes without bending any rules. Because D20 Modern has a differen feel to it when you play, and I'd like to keep that feeling in at least a little bit. Just the core classes hehe I'd say a more obtainable goal would be to come up with a conversion cheat sheet you can use while in-game. If everyone gets familiar with it then they can freely use all the books and do the math in their heads or change the pieces of the rules for their specific needs. Could you explain a bit more about the cheat sheet, please? I know it does, but they lack the D&D feel which I'd lke to try and keep. I need to rephrase my needs. From the looks of it I'll just need have the D20 modern base classes. D&D core classes as Advanced Class, while keeping any modern ones that aren't o similar to what we've got. Making D20 Modern proficiencies work like D&Ds. Add a few skills. Having professions only giving bonus starting gold, feats, and skills. No extra money at each level up. Need to work out the money a little :S I don' want any of of D&D classes converted, just to have requirements. I don't think I' need to lose many of the already existing ones because although they're similar, they are quite diferent. |
| #7nix4Jul 28, 2008 15:13:37 | Well what I meant by a cheat sheet is making a handout for yourself and players to be able to use the DnD books and the D20 Modern books w/o having to ask you questions all the time. It would contain as many conversion rules as you could resolve. If I were to do this, I'd get the rule books for dnd and d20 modern out and start going through them and taking notes on what your keeping and what your adding. That includes:
(just to point out a few things) I'll say right now that when I started my d20 Modern campaign the power of guns is really apparent. At low lvls you can easily mop the floor of players with a big gun. People can't afford to get shot. But as they gain lvls and hit points that becomes more and more moot. How do dnd mosters hold up against gunfire? Perhaps compare a d20Modern Kobold to a dnd Kobold and see how the stats differ (if at all). Consider that for your cheat sheet.. |
| #8akodoJul 28, 2008 17:30:10 | What exactly makes it so difficult? here's where I get the hangup, in dnd 4th edition, every class has a 'roll' to fill in the battlefield. tank (soaks up damage) striker (deals out massive damage to a single individual) controller (does area effect spells, and moves people around) and leader (who heals and gives out benifitial effects) all challenges outside of combat are basically decided by choosing a target number, and attemping to roll that number or higher 3 times adding in +1 to +5 based on how high an ability score is, before you roll more than 2 failures, or 4 and 1 for a more difficult task. The problem I have with the combat rolls is they work okay for melee based combat, but with modern firearms, it is exceedingly unrealistic to have someone who is a 'bullet sponge', and without that, the whole system gets all wonky and out of balance. It used to be you had a crew of adventurers who were each really good at a specific task. Fighters did most of the fighting, rangers did the tracking and wilderness stuff so the group wouldn't starve, healers patched people up, bards influenced people, and rogues were skillmonkeys who could overcome most obsacles, be it locked doors or tall walls. It was a bit like selecting the best golf-club for the task. Oh sure, the other ones all helped, but for the most part, a specific class stepped up and did it's job, and then the next hurdle was approached and whichever class could best handle that hurdle, stepped up and did it's job, etc etc. The vast majority of rules about overcoming any hurdle beyond combat were basically thrown on the fire. Unless your modern game is going to consist of simply roll-playing every non-combat decision rather than have a mechanic for it, you are going to be saddly disappointed, and if all you want to do is roll-play and not rules play, then you don't need any books at all. Unless every combat situation in your modern game is going to boil down to using fists, clubs, knives, and other melee weapons with absolutely no firearms (like modern set in prison) the combat system won't work for you either |