DnD Modern FAQ

Post/Author/DateTimePost
#1

yngthlet

Oct 30, 2007 10:41:37
Here is the FAQ for my variant rules system DnD Modern.
For those that has been fans or haters of the system since its beginning here it comes again.

The website that holds it is here.
The website will be updated later on for more information, better looks and images.
#2

yngthlet

Nov 07, 2007 6:10:15
Doesn't anyone have a * question?
#3

Krusk

Nov 07, 2007 11:56:50
try the d20 modern forum? they might have more.

http://forums.gleemax.com/forumdisplay.php?f=467
#4

yngthlet

Nov 09, 2007 5:31:15
To Krusk
a) I posted the 1st and 2nd edditions of DnD Modern on the Urban Arcana forum

b) WTF? do you mean
#5

ppirilla

Nov 09, 2007 17:34:52
I don't understand.... What exactly are you trying to do?
#6

yngthlet

Nov 10, 2007 4:58:26
To ppirilla
I'm trying to do a variant rules system which isn't that linear or un-realistic.
#7

yngthlet

Dec 16, 2007 5:44:02
Sorry for not uppdating my web site due to my webhost has problems.
#8

yngthlet

Dec 21, 2007 10:19:16
New uppdate on the sites talents basics page and a brand new page talents a to z, which both are in thier beta stage
#9

pigknight

Dec 21, 2007 19:00:44
Dude, get d20 Modern if u want modern DnD. You don't have to reinvent the wheel.
#10

yngthlet

Dec 22, 2007 5:03:15
I havn't reinvented the weel, I have been redefining the weel with this projekt which I have worked on for 2,5 years
#11

lulzapalooza

Dec 23, 2007 2:07:16
I havn't reinvented the weel, I have been redefining the weel with this projekt which I have worked on for 2,5 years

:heehee
#12

yngthlet

Jan 06, 2008 7:13:10
Human species added
#13

pigknight

Jan 08, 2008 20:14:16
Dude seriously, d20 Modern. And you have reinvented the wheel, it is now called the sheel.
#14

yngthlet

Jan 09, 2008 6:01:17
Look at pages 76-78 in the book Unearthed Arcana pigknight
#15

elrabin

Jan 12, 2008 10:03:30
I see what you're trying to do, its basically DnD with an easier way of multi-classing. It doesn't really seem like my thing, but I see the point of it.
#16

yngthlet

Jan 27, 2008 10:59:46
I've uppdated the talent lists, and I've 22 talent trees left to do.
#17

yngthlet

Feb 19, 2008 14:14:24
All talents are done and the talent list is uppedated talent and I've added the Arcane Awakening talen to the "talent preview" page

The all talents that begins with an A is released
#18

yngthlet

Feb 24, 2008 5:22:32
I have hit a legal wall, as such I'm forced to remove all allegiances that is based on the rules in the PH2 and the Taint and Honour allegiances.
And also I'm also removing the Paladin of Horror, Palading of Karma, Honourable Sorcerer, Honourable Warrior, Tainted Sorcerer and the Tainted Warrior talent trees.
#19

yngthlet

Mar 03, 2008 11:05:04
Talent pages A-M are released as well as the Elf and Drow species are added.
#20

yngthlet

Mar 06, 2008 5:38:35
All talents released
Soon to come: Uppdate on the Human Species page and Feats
#21

jsorenson1979_dup

Mar 13, 2008 4:54:01
Photobucket
#22

jsorenson1979_dup

Mar 13, 2008 4:54:50
http://i194.photobucket.com/albums/z139/JSorenson1979/CAT5.jpg
#23

yngthlet

Mar 13, 2008 5:44:28
JSorenson1979: ehh...
#24

yngthlet

Mar 13, 2008 11:39:05
I have should have released this ages ago but here is a what it can look like in DnD Modern short time after DnD 4th edition is released.

Show
Pit Fiend
Large sized Exemplar Humanoid Outsider (Evil, Lawful, Devil*); CR 13; Rep: +8
Init: +12; Senses: See in Darkness, Darkvision 18m, Spot +21 (cc), Listen +21 (cc)
Aura: Fear Aura
Languages: Infernal, Celestial, Draconic, Telepathy 30m
Allegiances: Lawful (Major: As: 13), Evil (Major: As: 13), Archfiend (Minor)

ACD: +44; FD: +44; RD: +44; WD: +44; Spell Resistance
hp: 325 (26d8+208), Bloodied: 163; DR 15/Good and Silver; Regeneration 5; Mas: 27
Immune: Fire, Poison
Resistance: Acid 10, Cold 10

Speed: Land (Base): 2m/s (1 and a 1/3 of squares), 12m/round (8 squares), Fly (avarage): 3m/s (2 squares), 18m/round (12 squares), Blink: 3m/s (2 squares), 18m/round (12 squares); Ap: 14
Fs: 3m by 3m; Reach: 3m
Melee: Unarmed strike +39 (1d4+13 non-lethal, Frontal)
Melee: 2 Claws +39 (2d8+13 each, Frontal)
Melee: 2 Wings +37 (2d6+13 each, Flank)
Melee: Bite +37 (4d6+13 plus poison plus disease, Frontal)
Melee: Tail Slap +37 (2d8+13, Rear)
BAB: +26; Grp: +43
Atk Options: Aligned Strike (Lawful, Evil), Constrict 2d8+13, Disease (Devil Chills), Poison, Improved Grab
Spell-Like Abilities: Blasphemy, Create Undead, Dispel Magic, Divine Aura, Fireball, Hold, Image, Infernal Summons, Invisibility, Magic Circle, Meteor Swarm, Power Word
Advencement: 27-44 HD (Large), 45-62 HD (Huge)

Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
SQ: Exemplar type modifier traits, Humanoid type modifier traits, Outsider type traits, Evil subtype traits, Lawful subtype traits, Devil subtype traits, Infernal Contract, Spell-like abilities
Feat: Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Ability Focus (Fear Aura), Improved Grapple, Combar Expertise, Combat Reflexes
Talents: Extra Feat, Skill Knowledge
Skills: Acrobatics +21 (cc), Climb +26 (cc), Concentration +47 (cc), Combat Focus +26 (unt), Deception +21 (cc), Forbidden Knowledge (any skill) +26 (all unt), Forbidden Lore (Arcana) +47 (cc), FOrbidden Lore (Any other) +26 (all unt), Jump +26 (cc), Knowledge (Arcana) +60 (C), Knowledge (Earth and Life Sciences) +47 (cc), Knowledge (Theology and Philosophy) +47 (cc), Knowledge (Any other) +26 (all unt), Listen +21 (cc), Lore (any skill) +26 (all unt), Persuasion +21 (cc), Psicraft +26 (unt), Search +21 (cc), Speak Language (Celestial) +47 (cc), Speak Language (Draconic) +47 (cc), Speak Language (Infernal) +47 (cc), Speak Language (Any other) +26 (all unt), Spellcraft +47 (cc), Spot +21 (cc), Stealth +21 (cc)

*= Baatezu

Fear Aura: (Su): Pit Fiend can radiate a 12m (8 squares) radius fear aura as a free action. The Pit Fiend makes an attack roll if the roll, if a creature with a Will defence lower than the attack roll he/she/it is now shaken.
If a creature with a Will defence equal or higher isn't affected and can't be affected by similar fear aura for 24h.
The Pit Fiend gains a bonus on its attack roll equal to its reputation bonus +2.

Disease (Su): Devil Chills: Atk: +9; Incubation Period: 1d4 days; Damage 1d4 Str.
The attack roll gains a bonus eqaul to the Con modifier (not included).

Poison (Ex): Injury; Atk: +9; Initial Damage 1d6 Con; Secondary Damage: Death.
The attack roll gains a bonus eqaul to the Con modifier (not included).

Improved Grab (Ex): To use this ability, the Pit Fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.

Exemplar type modifier traits:
Supernatural abilities: Plane Shift, Teleport, the creature makes rolls a 1d20 then add its character level to counter the DC:s of Plane Shift and Teleport.
Skills: The creature adds his/her/it character level as a bonus on all Concentration, Combat focus, Forbidden Knowledge, Forbideen Lore, Knowledge, Lore, Psicraft, Spellcraft and Speak Language checks, the skill bonus is a supernatural ability.

Humanoid type modifier traits: No bonuses or penalties are tied to this type modifier.

Outsider type traits:
Darkvision out to 18m.

Evil subtype traits:
Creatures that have this subtype have the evil allegiance; however, if he/she gain the good or balance allegiances the subtype. The creature also suffers effects according to its actual alleguabce. The creature has +5 bonus its evil allegiance score.
Natural weapons and any weapons the creature wields are lawuful aligned.


Lawful subtype traits:
Creatures that have this subtype have the lawful allegiance; however, if he/she gain the lawful or balance allegiances the subtype. The creature also suffers effects according to its actual alleguabce. The creature has +5 bonus its lawful allegiance score.
Natural weapons and any weapons the creature wields are lawuful aligned.


Devil subtype traits:
Immunity: Fire, Poison
Resistance: Acid 10, Cold 10.
See in Darkness (Su): Devils can see perfectly in darkness of any kind.
Infernal Summons (Sp): As the Summon Monster spell except that the spell only summons creatures with the Devil subtype.
Telepathy.

Infernal Contract (Su): The Pit Fiend can sign a contract with any creature that hasn't the Exemplar type modifier.
In excange of the creature's soul the Pit Fiend can cast Wish as a spell-like ability for the creature.
Once the creature dies the Pit Fiend makes an attack roll, with a bonus eqaul to the number of wishes the creature has made, aganist the creatures Will defence. If the roll succeeds the Pit Fied gains the creatures soul and any resurrection magic fails for that creature, if the roll fails the Pit Fiend doesn't gain the soul.
Once the creature makes a selfless wish the contract is broken, any wish the creature has already made still remains.

Pit Fiend Lore
Forbidden Lore (History)
DC 10: Devils are releated to angels, demons, guardinals, eladrins, slaads, titans and formians.
DC 35: Devils, angels, demons, guardinals, eladrins, slaads, titans and formians belong to the same species.

Knowledge (Theology and Philosophy)
DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city or army in its master's domain.
DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.
#25

yngthlet

Mar 17, 2008 3:42:45
Ok, I'm thinking doing some changes in DnD Modern similar to the Pit Fiend example on post 24, this includes the following changes:
Skill based FX
Fewer skills
Type modifiers
Fewer types

Any concerns or criticism?
#26

yngthlet

Mar 20, 2008 5:48:37
I'm going to do the changes I have planned.
But as I'm writing all of that down, you all can enjoy the tweak on the skill page and the new Ogres page.
#27

yngthlet

Apr 16, 2008 7:17:01
Here is all of things i going to change, add and/or remove in the DnD Modern 4th edition so far.

Show
DnD Modern before 4th edition DnD Modern 4th edition<br /> <br /> Skills <br /> Appraise, Craft, Demolition, Disable Device, Repair, Item Creation feats Folded into Craft, each category is treated as a separate subskill as normal<br /> Autohypnosis, Concentration Folded into the skill Concentration<br /> Balance, Escape Artist, Tumble, Use Rope use of Survival skill Folded into the skill Agility<br /> Bluff, Disguise, Forgery, Gamble Folded into the skill Deception<br /> Climb No change<br /> Computer Use No change<br /> Decipher Script, Speak Language Folded into Speak Language, each language is treated as a separate subskill as normal<br /> Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive Folded into Persuasion<br /> Drive No change<br /> Forbidden Knowledge (Overall), Research Folded into Forbidden Knowledge, each category is treated as a separate subskill as normal<br /> Forbidden Lore (Overall), Research Folded into Forbidden Lore, each category is treated as a separate subskill as normal<br /> Hide, Move Silently, Sleight of Hand Folded into Stealth<br /> Investigate No change<br /> Jump No change<br /> Knowledge (Overall), Research Folded into Knowledge, each category is treated as a separate subskill as normal<br /> Listen, Search, Spot Perception<br /> Lore (Overall), Research Folded into Knowledge, each category is treated as a separate subskill as normal<br /> Perform No change<br /> Pilot No change<br /> Profession No change<br /> Psicraft, Use Psionic Device, Metapsionic feats Folded into Psicraft<br /> Ride No change<br /> Spellcraft, Use Magic Device, Metamagic feats Folded into Spellcraft<br /> Survival, Navigate Folded into Survival<br /> Swim No change<br /> Treat Injury No change<br /> <br /> Feats* (so far)<br /> <br /> Individual Feats<br /> Endurance Is a skill<br /> <br /> Feat categories<br /> General feats Mostly no changes<br /> Fighter feats Renamed to Combat feats<br /> Psionic feats, Feats that applies to spellcasting Are now Mental feats<br /> Initial feats No changes<br /> Talent feats No changes<br /> <br /> Other (so far)<br /> Action points system* Some changes<br /> Spellcasting system* Skill based<br /> Manifesting system* Skill based<br /> Bards, Druids, Rangers Cast Nature spells<br /> <br /> <br /> DnD 4th* (so far) DnD Modern 4th edition<br /> Actions (DnD 4th edition) Gone<br /> Arcane powers Spellcraft uses<br /> Attack system (DnD 4th edition) Perhaps<br /> Character roles Gone<br /> Divine powers Spellcraft uses<br /> Duration system (DnD 4th edition) Added<br /> Eladrin Some changes<br /> Healing system (DnD 4th edition) Perhaps<br /> Martial powers Combat Focus (new skill) uses<br /> Monsters (DnD 4th edition) As DnD 3.5 and d20 Modern with some changes<br /> Reach system (DnD 4th edition) Gone<br /> Rest system (DnD 4th edition) Perhaps<br /> Saving throw system (DnD 4th edition) Some changes<br /> Static Defence Added<br /> The trio of "C" rules Perhaps<br /> Tiers Gone<br /> <br /> <br /> Other Changes<br /> Types<br /> Aberration type has some changes<br /> Animal type are now a subtype<br /> Beast type added<br /> Construct type has some changes<br /> Elemental type remains a type<br /> Fey type remains a type<br /> Giant type are now gone, any affects now applies to large sized creatures with the Humanoid type modifier<br /> Humanoid type are now a type modifier<br /> Magical Beast type are now gone<br /> Monstreous Humanoid type are now gone<br /> Ooze type are now a type modifier<br /> Outsider type remains a type<br /> Plant type are now a type modifier<br /> Undead type has some changes<br /> Vermin type are now a subtype<br /> <br /> Subtypes<br /> Allegiance subtypes (Balance, Chaotic, Evil, Good, Lawful) remains as they are<br /> Angel subtype remains as it is<br /> Aquatic subtype are now a type modifier<br /> Archon subype remains as it is<br /> Augmented subtype has some changes<br /> Elemental energy subtypes (Air, Cold, Earth, Fire, Water, Wood) remains as they are<br /> Extraplanar subtype is now a condition<br /> Humanoid subtypes (such as Elf, Goblinoid or Human) remains as they are<br /> Incorporeal subtype has some changes<br /> Native subtype is gone<br /> Psionic and similar subtypes are gone<br /> Shapechanger subtype has some changes<br /> Swarm subtype has some changes<br /> <br /> Type modifiers<br /> Elder type modifier added<br /> Exemplar type modifier added<br /> Tauric type modifier added<br /> <br /> *= Unreleased
#28

yngthlet

May 06, 2008 6:03:32
Here is a small taste of DnD Modern 4th edition

Show
Classes<br /> <br /> Class Basics<br /> <br /> Ability: Each class has a primary ability score attached to it.<br /> Hit Die (HD): The hit die type used by characters of the class to determine the number of <br /> hit points (hp) gained per level. A player rolls one die of the given type each time <br /> his/her character gains a new level. The character&#8217;s Con modifier is applied to the roll. <br /> Add the result to the character&#8217;s hp total. Even if the result is 0 or lower, the <br /> character always gains at least 1 hp. A 1st-level character gets the maximum hp rather <br /> than rolling (although the Con modifier is still applied).<br /> Base Attack Bonus (BAB): The character&#8217;s base attack bonus.<br /> Base Damage Bonus (BDB): The character's base damage bonus.<br /> Armour Defence Bonus (AD): The character&#8217;s bonus to armour defence.<br /> Reflex Defence Bonus (RD): The character's bonus to reflex defence.<br /> Fortitude Defence Bonus (FD): The character's bonus to fortitude defence.<br /> Will Defence Bonus (WD): The character's bonus to will defence.<br /> Reputation Bonus (Rep): The character&#8217;s base Reputation bonus.<br /> Class Skills: Here are the various skills that the character can trained in. The skill <br /> can be learned in two steps. First step is trained and the second step is specialist. <br /> Note: Some talents grant extra bonus skills.<br /> Each time the character takes a class he/she learns more skills.<br /> Starting Feats: The feats gained at 1st level in the class.<br /> Talents: Each odd-numbered level (including first level) of class, the character gains <br /> one talent, and the character gains a number of talents per level equal to the class <br /> primary ability score (with a minimum of 1 talent per level).<br /> Bonus feats: Each even-numbered level of class, the character gains a bonus feat which can <br /> be any feat except for Talent feat.<br /> <br /> Table: Bonuses and Talents/feats for each level of class<br /> Level Bonus (A) Bonus (B) Bonus (C) Feat/Talent<br /> 1 +1 +0 +0 Talent<br /> 2 +2 +1 +1 Feat<br /> 3 +3 +2 +1 Talent<br /> 4 +4 +3 +2 Feat<br /> 5 +5 +3 +2 Talent<br /> 6 +6 +4 +3 Feat<br /> 7 +7 +5 +3 Talent<br /> 8 +8 +6 +4 Feat<br /> 9 +9 +6 +4 Talent<br /> 10 +10 +7 +5 Feat<br /> 11 +11 +8 +5 Talent<br /> 12 +12 +9 +6 Feat<br /> 13 +13 +9 +6 Talent<br /> 14 +14 +10 +7 Feat<br /> 15 +15 +11 +7 Talent<br /> 16 +16 +12 +8 Feat<br /> 17 +17 +12 +8 Talent<br /> 18 +18 +13 +9 Feat<br /> 19 +19 +14 +9 Talent<br /> 20 +20 +15 +10 Feat<br /> 21 +21 +15 +10 Talent<br /> 22 +22 +16 +11 Feat<br /> 23 +23 +17 +11 Talent<br /> 24 +24 +18 +12 Feat<br /> 25 +25 +18 +12 Talent<br /> 26 +26 +19 +13 Feat<br /> 27 +27 +20 +13 Talent<br /> 28 +28 +21 +14 Feat<br /> 29 +29 +21 +14 Talent<br /> 30 +30 +22 +15 Feat<br /> &#8230;* &#8230; &#8230; &#8230; &#8230;<br /> *= And so on, on and on.<br /> <br /> To gain a level the next character level, the character must amass 1000 x character's ECL<br /> x Character's ECL +1 of Experience points (xp for short). For instance a character with <br /> an ECL of 12 must amass 156 000 xp (1000 x12 x13), to gain to the next level.