Do the Spellcasters Work using D20 Modern Rules?

Post/Author/DateTimePost
#1

fed_up_with_fantasy

Jul 04, 2009 6:25:31
I've been looking over the D20 Modern rules and found that most of the spells stopped at Level 5 (Mage, Acolyte and Telepath) while the Battle Mind only gets 4 levels. Does the system work this way or have spellcasters been nerfed? I'm just wondering if I can use it as is, or if some tweaking is in order. Are there any trouble areas that I should look out for or avoid?
#2

DwarfFighter

Jul 04, 2009 7:42:19
Well, those are the rules.

In terms of game balance, consider that while non-magic user characters will rely on guns, the magic user will be able to use on both guns and magic!

-DF
#3

fed_up_with_fantasy

Jul 04, 2009 8:47:39
Spellcasters with guns is a good point. It makes sense to me, but I've never really played spellcasters in any system unless you count Paladin & Blackguard, who make better fighters IMO.

What I hear a lot of though is "this class is too strong" or "this class is too weak" and I'm wondering what some of the opinions are of those who are more familiar with spellcasters in the D20 Modern game.

As a GM, I am inclined to go with the rules as they are and leave spells maxed out at 5th level (or 4th level Battlemind) but I don't want my players to feel cheated if I do after playing the high magic of The Forgotten Realms.

I guess I could see how well they play using 4th/5th level spells and then add additional levels later on if I need to.
#4

backstabbist

Jul 04, 2009 9:25:03
You could always point out to your upset Mages
the nerf that Thieves got.

Considering most of the casters are advanced classes with prerequisites,
when your players get to the end of the 10 level caster class,
they will not be 10th level, but 13/15th level.

Given the illegality (something D&D folks dont have to deal with) of Rockets & Grenades,
having a guy that can cast 10d6 Fireballs while in a speedo at the beach,
or past the airport / corporateHQ metal detectors,
is handy

Also,
just what slot does a Quickened Maximized Fireball take?
I would hazzard a guess that a guy with just 5th level spell slots would have a hard time casting it. Go ahead and continue the slot progression to let your 'high level' casters use the metamagic buffs on the 1-5th level spells.

Besides
Modern is a game of free multiclassing, few folks want to play up 10 levels of just one class.
#5

TheRealOrion

Jul 04, 2009 10:07:24
I just read recently somewhere that higher-level casting is available in Urban Arcana. Is that true?
#6

nobodez_here

Jul 04, 2009 11:05:57
Sort of. They're what are called "incantations", which are like rituals to cast 6th, 7th, 8th, and 9th level D&D spells. There are explanations in the MSRD (urban arcana section) as well as in D&D's unearthed arcana (which borrowed it from modern). They are a series of skill checks, usually in the 20s or 30s for the DC that you need to get a number of successes before a number of failures.

It's an interesting system, but I've only ever used it in my D&D campaigns.

As for the magic thing, once you throw in F/X, including F/X items, well, legality gets difficult. Can X-rays see inside a Backpack of Holding?
#7

TheRealOrion

Jul 04, 2009 12:50:26
Oh right, I forgot all about incantations. I actually like that system (from what I've skimmed of it) specifically because it matches the kind of magic you tend to see in modern fiction.

The legality depends entirely on how much the authorities know about magic, I suppose, but also on how you want to structure your game. Do your characters operate below the public radar, saving the world while no one notices (a la Buffy and such)? Or do their activities constantly spill over into tohe public sphere and require explanation and spin-doctoring? It's a genre/style choice as much as anything else. Once you make that choice, then you can decide on the other stuff.
#8

backstabbist

Jul 04, 2009 20:52:27
well, actually... I was just talking about the legality of Uzi's and grenades for the mundanes,
I didnt intend to look at any campaign specific criminalization of magic
#9

TheRealOrion

Jul 04, 2009 22:04:00
But still, it's an intriguing idea in a high-magic modern game. Perhaps your team's activities have alerted the CSIS "MystiCops" squad (or something less lame than that). If magic exists, boy howdy are governments and corporations going to have their claws in it.
#10

ruckusfox

Jul 04, 2009 23:18:15
Or even better...Myst? Do I smell a Parasite Eve game in the making?
#11

dbay

Jul 08, 2009 10:44:15
Also, there are PrC's in Urban Arcana that can boost your spellcasting- Archmage, Artificer, and Ecclesiarch add to your CL but not spell level known. The first and last also double your spells per day.
#12

Master_Vega

Jul 08, 2009 15:54:49
Holy crap! It's been awhile, Fed Up. How've you been?

I think RAW FX for D20Modern and Urban Arcana works just fine. It's certainly not underpowered when you take into account that a lot of the spells will reliably exceed MAS on any goons you encounter. At the same time, you don't have any of the world-ending brokenness that is Spell Levels 6 and up... without risk, anyway. :P

Alternatively, you might want to look at this system if your players haven't already started delving into magic. [/plug]
I've also made classes to build upon these spells/powers, if you're interested.
#13

kylowinter

Jul 13, 2009 14:29:30
that alternate magic rule is great, any plans on finishing it?
#14

Master_Vega

Jul 13, 2009 20:00:39
Thanks.

I do plan to finish it. I'm just kinda taking a break at the moment. Even though work is slowing down, I have to get ready to move/register for classes in the fall. I will finish it, though.