| Post/Author/DateTime | Post |
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| #1magusblackAug 27, 2008 11:35:34 | Personally I’d rather improve d20 Modern than wait for to WotC to screw it up and burry the whole lot of us . Pathfinder seems to pose some nice ideas that don’t change the game too fundamentally. So here goes…=== Human Racial Traits +2 to any one ability score: Humans get a +2 bonus on one ability score of their choice at creation. Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. ((This is a thought that I’m not sure I worded correctly, so any help or improvements on it would be nice.)) Favored Skill: Humans chose one skill (bar Profession) that becomes a permanent class skill at creation, a skill that is broken into multiple categories (Example: Craft) can only select one such category (Example: Craft [Chemical]). If this skill is already a Class-skill then the selected skill gains a permanent +1 to results. If the skill is both a Class-skill and was selected by an Occupation the bonuses stack (for a total of +2). |
| #2tema69Aug 27, 2008 12:12:13 | Seems like a good idea you've got there. I've heard a lot of good stuff about Pathfinder. I like the Human Racial Traits. But isn't the +2 kinda overpowered? I mean, there are no penalties? Perhaps +2/-1, so that either the human would add 2 to one ability and take a -1 penalty to another, or gain a +1 to a single ability score (i.e. +2 to STR, and -1 to STR : Result +1 to STR). |
| #3AnimeSniperAug 27, 2008 18:28:47 | Seems like a good very idea to me too and I like the A/P Classes! |
| #4magusblackAug 29, 2008 3:34:09 | Don’t know what you mean by the advanced and prestige classes AnimeSniper, all I did was adjust the skill requirements to fit the new skill system so others didnt have too...well I added a few suggestions for 1 or 2 too-powerful classes, but everything else is the same. Though admittedly I feel that the Archaic Weaponmaster, and to some degree, the Swashbuckler could be improved a bit. Here's my versions of the two if interested. Archaic Weaponmaster Archaic Weaponmaster (Revised) Prerequisites Base Attack Bonus: +3 Skills: Knowledge (History) 4 Feats: Archaic Weapon Proficiency or Exotic Weapon Proficiency, Weapon Focus with either with an Archaic or Exotic Weapon Class Information The following information pertains to the Archaic Weaponmaster advanced class. Hite Die The Archaic Weaponmaster gains 1d10 hit points per level. The character's Constitution modifier applies. Action Points An Archaic Weaponmaster gains a number of action points equal to 6+1/2 their character level, rounded down, every time he attains a new level in this class. Class Skills The Archaic Weaponmaster class skills are as follows Balance (Dex), Climb (Str), Craft (mechanical, structural, visual art, writing) (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (art, history, tactics, theology and philosophy), Perform (Cha), Profession (Wis), Ride (Dex), and Swim (Str), Tumble (Dex). Skill Points at Each Level: 3+Int Modifier Lv Base Attack Bonus Fort Ref Will Special Def Rep 1 +0 +2 +0 +0 Weapon Specialization +1 +0 2 +1 +3 +0 +0 Stunning Prowess +1 +0 3 +2 +3 +1 +1 Bonus Feats +2 +0 4 +3 +4 +1 +1 Uncanny Dodge X +2 +1 5 +3 +4 +1 +1 Greater Weapon Focus +3 +1 6 +4 +5 +2 +2 Bonus Feat +3 +1 7 +5 +5 +2 +2 Improved Critical +4 +2 8 +6 +6 +2 +2 Greater Weapon Specialization +4 +2 9 +6 +6 +3 +3 Bonus Feat +5 +2 10 +7 +7 +3 +3 Deadly Opponent +5 +3 Weapon Specialization At 1st level, a archaic weaponmaster gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat to. The archaic weaponmaster gets a +2 bonus on damage rolls with the chosen weapon. Stunning Prowess Whenever an Archaic weaponmaster performs an Intimidation or Performance check with the weapon which he has weapon specialization with he gains a +2 competence bonus to the result. Bonus Feats At 3rd, 6th, and 9th level, the Archaic Weaponmaster gets a bonus feat. The bonus feat must be selected from the following list, and the archaic weaponmaster must meet all the prerequisites of the feat to select it. Advanced Two-Weapon Fighting, Blind-Fight, Combat Expertise, Cleave, Combat Reflexes, Dead Aim, Exotic Weapon Proficiency, Far Shot, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Sunder, Two-Weapon Fighting, Weapon Focus. Uncanny Dodge X The Archaic Weaponmaster gains the ability of Uncanny Dodge, or increases the potency of this ability if he already has it. If the weaponmaster does not have Uncanny Dodge 1 (usually gained as a Fast hero), he gains Uncanny Dodge 1: He retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he’s immobilized.) If the weaponmaster already has Uncanny Dodge 1, he gains Uncanny Dodge 2: He can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. If the weaponmaster already has Uncanny Dodge 2, then he gains no further benefit from this ability. Greater Weapon Focus At 5th level, a archaic weaponmaster receives a +1 competence bonus on attack rolls made with the selected from the Weapon Specialization ability. This bonus stacks with the bonus provided by Weapon Focus. Improved Critical For the weapon the archaic weaponmaster has applied weapon specialization to the threat range increases by one. Greater Weapon Specialization At 8th level, a Archaic Weaponmaster gains greater weapon specialization with the weapon he or she chose to apply Greater Weapon Focus. This ability increases the bonus on damage rolls to +4 when using the selected weapon. Deadly Opponent Such is the lethal prowess of the Archaic Weaponmaster that his very presence rattles his opponents defenses. When ever an opponent with an Intelligence of at least 3 attacks him in melee, that opponent takes a penalty to their Defense equal to the weaponmaster’s Charisma modifier (minimal of 1). Creatures immune to fear are also immune to this effect as are creatures with less than 3 Intelligence. |
| #5tema69Aug 29, 2008 7:14:14 | I like the revised classes. I feel that many of the modern classes are great concepts, but simply need to be revised by people who have play-tested (or have a real good grasp of) it. I'd much appreciate it if you didn't die right away then. :D |
| #6magusblackSep 02, 2008 13:47:13 | Again, I’m not too sure if this would be the correct manner to turn Pathfinder rules into Modern, so any feedback, assistance, or outside play testing would be appreciative. ((Tema69 thanks for the short-term concern for my heath:rimshot )======== Base Races Dwarves +2 Constitution, +2 Wisdom, -2 Charisma Medium: Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision 60 feet Stonecunnnig: Dwarves consider Craft (structural) to be a class skill regardless of class. In addition, they receive a +2 bonus on Spot or Search check to notice hidden traps or doors located in stone walls or floors. They receive a check whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Hearty: A +2 racial bonus on saving throws against poisons, spells, and spell-like abilities. Hatred: A +1 bonus on attack rolls against humanoid creatures of the Orc and Goblin subtypes due to special training against these hated foes. Defensive Training: Dwarves receive a +4 dodge bonus to Defense against monsters of the Giant type. Stability: A +4 bonus to resist being bull rushed or tripped when standing on the ground. Languages: Dwarves know how to speak and write in their native tongue and the language of the location they first arrive. Elves +2 Dexterity, +2 intelligence, -2 Constitution Medium Normal Speed: 30 feet. Low-light Vision: Elves can see twice as far as humans in conditions of poor illumination. Keen Senses: +2 bonus on Spot an Listen check and can detect secret or concealed doors if they pass within 10 feet, regardless of whether or not they are actively looking. Elven Magic: Even though they are far from their heritage elves take with them the collective knowledge of generations of magical practices. Elves gain a +2 racial bonus on caster-level check made to overcome spell resistance. Additionally elves receive the ‘Arcane Skills’ feat for free. Elven Immunities: Elves possess an immunity to magic sleep effects and get a +2 racial bonus to saving throws against enchantment spells or effects. Languages: Elves know how to speak and write in their native tongue and the language of the location they first arrive. Gnomes +2 Constitution, +2 Charisma, -2 Strength Small Slow Speed: 20 feet. Low-light Vision: Gnomes can see twice as far as humans in conditions of poor illumination. Obsessive: +2 racial bonus on a Craft or Performance skill of their choice, chosen at character creation. Illusion Resistant: +2 racial bonus on saving throws against illusion spells or effects. Gnome Magic: +1 to the DC of any saving throws against illusions that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day- dancing lights, ghost sound, prestidigitation, speak with animals. The caster level for these spells is 1. The DC for these spells is equal to 11+ gnomes Charisma modifier. Hatred: A +1 bonus on attack rolls against humanoid creatures of the Reptilian and Goblin subtypes due to special training against these hated foes. Defensive Training: Dwarves receive a +4 dodge bonus to Defense against monsters of the Giant type. Languages: Gnomes know how to speak and write in their native tongue and the language of the location they first arrive. Half-Elves +2 to any one ability score chosen at character creation. Medium Normal Speed: 30 feet Keen Senses: +2 bonus on Spot an Listen check and can detect secret or concealed doors if they pass within 10 feet, regardless of whether or not they are actively looking. Elven Immunities: Immune to magic sleep effects and get a +2 racial bonus to saving throws against enchantment spells or effects. Adaptability: Half-elves receive a +2 racial bonus to any one skill chosen a character creation. Elf Blood: Half-elves count as both humans and elves for any effect related to race. Languages: Half-elves know how to speak and write in the Elven tongue and the language of the location they first arrive. Half-Orcs +2 Strength, +2 Wisdom, -2 Intelligence Medium Darkvision 60 feet Weapon Familiarity: Half-Orcs gain either Archaic Weapon Proficiency or Exotic Weapon Proficiency at the first level. Orc Ferocity: With a burning fighting-spirit and a powerful will to live, half-orcs are infamous for never going down easy. Treat as the Tough Hero Talent; Remain Conscious. This ability is counted for determining whether you apply for any feat, talent, effect, or class. Orc Blood: Half-orc’s count as orcs for any effect related to race. Languages: Half-orcs know how to speak and write in the Orcish tongue and the language of the location they first arrive. Halfling +2 Dexterity, +2 Charisma, -2 Strength Small Slow Speed: Halflings have a base speed of 20 feet. Keen Senses: Halflings receive a +2 racial bonus on all Listen checks. Sure-footed: Halflings receive a +2 bonus on all Jump, Balance, and Climb checks. Halflings Luck: Halflings receive a +1 racial bonus on all saving throws. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear effects. This bonus stacks with the bonus granted by Halfling Luck. Languages: Halflings know how to speak and write in their native tongue and the language of the location they first arrive. |
| #7AnimeSniperSep 02, 2008 14:10:41 | I was regarding the slight minor changes that you made to the A/P classes... Looks good so far!:D |
| #8magusblackSep 07, 2008 3:37:31 | Doesn’t look like I’ll be getting much help on this project . Any suggestions as to what to work on next? Magic? Incantations? Feats? Skills? Advanced/Prestige classes? Etc. It seems I got some basic things down, I just don’t know where to start next. |
| #9tema69Sep 07, 2008 4:12:42 | I'd be interested in the feats and skills, and I'd love to help. |
| #10magusblackSep 07, 2008 4:52:53 | Hmm “Skills & Feats” eh? What would you consider changeable for feats? Effects? Prerequisites? Or just adding more feats to the system? The same questions apply to skills. |
| #11tema69Sep 07, 2008 5:15:40 | I don't know exactly, but since you listed them I thought you had an idea for it. I have a number of different houserules concerning feats, but they are somehow specific. Also, I use a modified version of CyberDave's Skillset, you might want to look at that. It's based somewhat on SAGA. |
| #12magusblackSep 07, 2008 14:32:10 | I mentioned them since the “skills” includes Skill: DC’s, Skill Points, Descriptions and so forth. So I was wondering whether anything there could be fine-tuned. Hn I’ve just read it all and while a novel idea, skill-condensing simply not fit for d20 Modern as a whole. In the modern world (and most of its literature) people are not THAT talented, there are scant few people that could be said to be skilled in Mountain Climbing, Long Jumping, and Cross-continental Swimming (and that’s not even all your skill points under his system), let lone adding High-quality skills in three different performance skills. Hell most musicians favor one aspect of music and stick with it and no one is a master of all the performing arts…well baring David Bowie .Most people avoid making a “Buckaroo Banzi” character at all costs… Perhaps there’s little that needs any real change in the skills department. Is there anything you can think of that warrants a good deal of change: class, feat, ability? |
| #13tema69Sep 07, 2008 14:38:01 | There are a lot of minor stuff that I think needs changing, but a lot of it is because in our group we focus on gritty realism, something a lot of other groups don't. |
| #14kcnSep 10, 2008 16:40:51 | To be honest, I wish feats didnt exist, hear me out. I think there should be the base class or classes, but everyone defines and tailors their class through skills and skill points...you want your character to be a hitman, a Dr. then buy the skill with the points. I guess my idea would take some time to explain, and certainly has a lot of bugs that need to be worked out. I just don't like "templating" off of classes/feats. |
| #15tema69Sep 10, 2008 17:57:54 | That's an interesting idea kcn. I've also thought a lot about how linear and 'boring' it gets with identical feats, and how it could be emulated with skills. Quick Reload could be a sleight of hand check, with the DC varying according to how fast you wanna do it. Failure means a longer reload time, for example. |
| #16kcnSep 10, 2008 20:07:46 | Right, I just feel that if everyone has a different class, and has a few different templates to follow, they get set into those ways/skills. As where everyone has the same base class, they can "build" their character however they see fit..want to be a specialist, take a lot of skills in your desired field, want to be a jack of all trades, divide them up. I personally think skill checks should be involved a lot more into the every day game than they really are, in fact characters should be dependent upon their skill and skill checks to achieve and complete their goals or objectives. If you want to be a better marksman well then you get skill points to throw into "an accuracy" skill or whatever the case maybe. |
| #17kcnSep 10, 2008 20:09:21 | Something else I've thought about and forgot to mention is maybe you earn or learn feats by obtaining so many skill ranks in a certain ability. You have now earned +5 to your accuracy by buying that skill, now you also have an ability of point blank shot or whatever example you want to use. |
| #18tema69Sep 11, 2008 2:47:03 | That would be cool. Like after 5 ranks in the skill Marksmanship, you get +1 to hit and damage within 30 ft (or whatever houserule for PBS), and after 10 ranks, you get Far Shot, etc... |
| #19AnimeSniperSep 11, 2008 12:11:35 | I can see that and its an interesting concept.... what skill would warrant you the Rid by Attack feat? I can see one PC driving while the PC with RbA fires at the NPC's near the security gate! |
| #20tema69Sep 11, 2008 12:53:07 | You mean Drive By Attack? I guess a combination of Marksmanship, Balance and Drive... |
| #21AnimeSniperSep 11, 2008 14:09:57 | That would work and highter levels of DbA would allow for heavier weapons, i.e. the .50caliber M2HB? |
| #22tema69Sep 11, 2008 14:31:12 | The M2 is a Huge Weapon... So it needs a mount of some sorts. And what do you mean by Ride By Attack? |
| #23AnimeSniperSep 11, 2008 14:47:00 | I was refering to the D&D term feat, sorry about that... though in D20 it would be called 'Drive by Attack', again sorry... and in regards to the M2 I was thinking the pintle mount on the Military HumVee? I have corrected my errors in the prior post. |
| #24tema69Sep 11, 2008 15:45:22 | Well, the penalties for firing from vehicles in d20 Modern are kinda low (max what? -4?). So as for firing a pintlemounted M2, I don't see any problem there, even without 'higher levels of DBA'. |
| #25AnimeSniperSep 11, 2008 16:00:47 | Good to know that... however firing from a vehicle window with say a standard M16/M4 Assault rifle would require higher levels? Your thoughts on this train of my minds own thoughts? |
| #26tema69Sep 11, 2008 16:17:47 | I think it's easier to fire from a pintlemount than without. So I'd simply give some sort of stability bonus for using one when firing from a moving vehicle. |
| #27AnimeSniperSep 11, 2008 16:27:14 | Excellent Logic...so, from a logical train of thought, if the GM were to say to the driver 'Make Reflex' (to avoid a pothole/IED) and the driver barely makes it or drives over the pothole (forget the IED right now) then the vehicle being jarred could temporarily throw the passenger aim off but not the M2 operator? Reasonable or totally being a jerk? |
| #28tema69Sep 11, 2008 16:34:33 | It would affect the passenger more, I think. |
| #29AnimeSniperSep 11, 2008 16:42:15 | Yes it would and the GM could roll Percentile to see if the passenger is; unaffected, dazed, or knocked out? Unaffected- nothing happens except his aim is thrown off for a few seconds or he loses his rifle Dazed- roll 1d3 for time dazed Knocked out- roll 1d4 for time unconscious |
| #30tema69Sep 12, 2008 8:09:26 | Wouldn't that be resolved by damage? I mean, it has to be a pretty hard bump to knock the guy out. So that's what damage is for. |
| #31AnimeSniperSep 12, 2008 16:22:18 | Hhm... maybe non-lethal damage after seeing/figuring out a formula if the hole and jarring bump is equal to the PC's AC? Would that work? |
| #32tema69Sep 12, 2008 17:13:52 | Defense... The PC's Defense. I'd say a Reflex save would be in order if you want to go that way. |
| #33magusblackSep 12, 2008 18:07:03 | I believe the expression is ‘thread jacked’.:heehee While the idea is novel it would require a complete reworking of the whole system, my aim to remain compatible with the current one (otherwise it be no different than 4E/$). |
| #34tema69Sep 13, 2008 4:43:17 | http://www.newgrounds.com/portal/view/356393 :D Yeah, sorry, you're right. ![]() |
| #35nobodez_hereSep 29, 2008 14:46:55 | Okay, so, back on topic. I think the races (human included) can just be cribbed directly from PF. The Classes are fine, as are occupations (aside from the change to skills as Class/Trained/Untrained). As for skills, well, I like the combined PF skill list, especially Acrobatics and Linguistics (though a split into speak or read/write per rank would fit Modern better). Computer Use, Drive, Navigate, Pilot, and Research would all have to be added, perhaps with cribs from SAGA for the Computer Use rules (for one thing). Feats would have to incorporate the CMB rules, which I think would work really well in Modern. Advanced Classes, well, I think a simpler method would be to just present the Non-class amount, and then add a basic caveat that being trained halves the prerequisite amount. Specific Advanced Classes. I think that the Acolyte and the Mage, as well as the other class conversions (Sorcerer, Shaman, etc) should adopt the changed spell rules (domains/schools) from PF. |
| #36magusblackSep 30, 2008 2:58:31 | For a time I though no one was interested, good to hear a voice or two. The problem with skill-condensing is that it means we rewrite all the Occupations, Advanced/Prestige classes and several abilities. For instance, Jump (in Pathfinder) is apart of Acrobatics (composed of: Jump, Tumble, Balance) which is a Dexterity skill…which means the Strong Hero loses a skill and the Fast Hero gains an additional one…And the Fast Hero’s got enough already. Point 2:The Strong Advanced class Martial Artist (for example) is no longer accessible to the class it was meant for, least a level three. Likewise Concentration (the only Constitution-based skill) is not present in Pathfinder being absorbed into Spellcraft (which isn’t a class skill for any class). In addition to that the Tough Hero Advanced/Prestige Classes use Concentration as a primary prerequisite (since only Tough Hero’s get it without spending a feat). Err its way to late at night to be fully coherent. Bottom line is that skill-condensing wont work without a major rewrite and is thus rather counterproductive. However I do realize that skills will need some improvement in this system…would it be sufficient to raise the minimal SPPL (Skill Points Per Level) to 4+Int Mod and the Maximum to 10+Int Mod? I do agree on the Combat Maneuvers the would be helpful…though some of the CM Feats may need to be Advanced Class abilities since some are rather strong. As long as Save or Die/Suck (as I belive people call them) spells remain then I see no reason why not in terms of the New Spellcasting ways...though we'll have to think about what to do with Magical Heritage, Divine Heritage, and Wild Talent. Can you try making a character (any type) with these changes and see if it helps or not? |
| #37tema69Sep 30, 2008 6:05:48 | Just a quick reply to your Jump=Acrobatics. We use Acrobatics=Tumble, Escape Artist, Balance (might be forgetting one) and Athletics=Jump, Swim, Climb etc... Are you sure they put Jump under Acrobatics? That would be kinda stupid. |
| #38nobodez_hereSep 30, 2008 9:15:26 | Jumpd20M is in AcrobaticsPF, but who's to say that the classes have to lose skills? What's really funny, and I've thought about this for a long time, is that the Tough Hero has COncentrationd20M, but none of the class skills that would take long enough to need it. No Treat Injuryd20M, no Disable Deviced20M, nothing. So the one class that gets the skill, doesn't need it. I'd say, let them have SpellcraftPF, without the ability to cast spells, they can't exactly use it any more than they are now, and if, per chance, someone decides to use Tough to enter Mage, well, it's no easier than if they had done it originally, they just get more out of it. |
| #39masadaOct 04, 2008 21:42:00 | There have been a number of "convert d20 Modern" threads since the introduction of the system. What seems to be lacking from most that I've read is any rationale behind the change. The proverbial, Why? This isn't to suggest that d20 Modern needs no improvement. I'm interested in what goals you are attempting to achieve. I could randomly suggest a number of changes that may all be based on my preferences, but then I've really only created a game with the rules that I like. While my prefences might be really whizzo... it is hard for the community to see where I'm headed. What design goals did you have in mind? Faster play? One page characters? Rapid advancement? Easier to Ref? More defined roles? More realistic combat? etc... The only goal I can gather from the OP is "make d20 Modern like Pathfinder" which would then be preferable to WotC altering the system in some unsatifactory way. *shrug* Sure, why not? I'm sure Pathfinder is a good system. But it might help to suggest what strengths of the system you were going for or what weaknesses you were trying to solve. Or if the intent really was to create a d20 Modern / Pathfinder conversion, simply state that as the goal. |
| #40nobodez_hereOct 05, 2008 8:32:49 | Well, my goal in my personal ModernPF would be based around the better Combat system of Pathfinder (the Combat Maneuver Bonus), as well as the simpler skill system (untrained, trained, class), though that could also be cribbed from SWSE as well (which would almost work perfectly for a ModernSaga game right out of the book). d20 Modern is, as a whole, a great system, but it hasn't changed, hasn't been upgraded to the more streamlined ideas that have grown over the last half-dozen years. It's also been the genesis for many great ideas (I'm looking at you, Talents), but hasn't been able to show benefit from the evolution of those ideas. Pathfinder, much like SWSE, shows the Evolved d20 system feel without the game change of 4th Edition. |
| #41magusblackOct 06, 2008 3:39:52 | My reasons are similar to “nobodez here” in that the system itself is fine, only a few need be changed to improved the general play. I suppose for beginning advancements would be faster and easier “Character Creation” especially at higher levels (skills can be a bit of a problem at times for high level characters…more-so with those that multi-class heavy.) Speeding up NPC creation for the DM seems like a spiffy idea too (did I just say spiffy? ) along with making it a bit easier for the DM to run their games (though its always going to require a good bit of effort to make a good campaign).After that I suppose it be simply trying to improve the ‘concept’ of a Modern d20 that allows for generally any theme (well Super Heroes will always be hard, but I hate super heroes…so not my problem:D ) without needing a completely different rule set for each one. rant Also the Modern they promise will most likely fail for several reasons. Poor managing of how its advertised will probably happen again (if I recall, this was why our current Modern did get a lot of publicity). Second is that they have specifically said that they will NOT be making a 4.5Ed($) and since I said on the “4Ed Out Reactions” that 4Ed($) rules are geared towards epic fantasy will mean that the rules will require major change in order to acquire a non-superhero, non-Matrix ‘modern theme’…which in short means a 4.5. And to bring an end to this little 4ed($) rant is the idea of trust between customer and company…not many will deny that customer-relations are bad, they acted rather poorly at the announcement of 4ed($) and only seem to encourage the idea that they didn’t care in the slightest about its customer’s as time went on (disrespecting the product they were just selling and name-calling on their side did little to help.) |
| #42KerythOct 08, 2008 15:28:26 | Seems like a good idea you've got there. I've heard a lot of good stuff about Pathfinder. Well, Pathfinder did away with the racial penalties to stats, so, Elves get +1 Dex, +1 Cha, dwarves +1 Str, +1 Con, etc. So, with that in mind, the human's +2 to any one or 2 +1 to two stats is not overpowered. Now, whether this would work or not in a Modern Game, is up to you. Personally, i don;t see why it would not, in either an all human campaign or in a mixed race campaign |
| #43KerythOct 08, 2008 15:31:51 | That's an interesting idea kcn. I've also thought a lot about how linear and 'boring' it gets with identical feats, and how it could be emulated with skills. Or you could take many of the feats and tailor them into Talent trees for the various Classes and Advanced Classes |
| #44magusblackOct 08, 2008 20:35:56 | Well, Pathfinder did away with the racial penalties to stats, so, Elves get +1 Dex, +1 Cha, dwarves +1 Str, +1 Con, etc. So, with that in mind, the human's +2 to any one or 2 +1 to two stats is not overpowered. Now, whether this would work or not in a Modern Game, is up to you. Personally, i don;t see why it would not, in either an all human campaign or in a mixed race campaign Eh? Which version do you have, cuase that's more 4E($); not Pathfinder. Its now: Two positive and one negative for all the base races (except humans, that get one bonus and no penalty), the half-orc has +2 Strength and +2 Wisdom with their normal -2 penalty to Charisma...they're no longer as stupid as thier pure-blooded kin...though full-blooded orcs will be scary in thier own rights. Though the idea in a sense of balance is that the races as a whole benfit not just one (they all gain some benefit from this boost, though for some its just a drop from Level Adjustment +1 to 0)...though perhaps I should get around to making the other base races modern-worthy. |