| Post/Author/DateTime | Post |
|---|---|
| #1som-pee-ta-layJun 03, 2009 14:02:58 | I'm trying to work out how to effectively build a modern infantry soldier being transferred to a D&D setting. Something like the scenario in the novel Doomfarers of Coramonde. It's easy enough to make a d20 modern character, and the system has enough crossover between 3.5 that it wouldn't be too big of an issue. The real problem comes in with how to balance out the character so that the soldier's equipment is balanced within 3.5 terms and how his "power" of technology can progress in a way that would be satisfying within the game world. 4e seems to make this issue a bit more transparent in terms of what the upper limits are for a character to be able to do at a given level. However we'll be using 3.5 so tweaking things gets a bit more murky. One way of simulating this that I thought might work would be with ammunition and skill checks. The character begins with x amount of ammo in particular guns. As the character levels up he'd unlock more ammo because he's been able to gain enough skill points to adequately craft the ammo, along with investing enough gold in the tools and materials to craft it. Ultimately, I want to be able to mow down a dragon with a 50 cal. |
| #2BalthanonJun 03, 2009 14:29:18 | You could adapt Warlock as a class, possibly with slightly faster damage progression since it wouldn't be a ranged touch attack. The invocations could be replaced with at will skill tricks and the ability to create/use better guns (i.e. essences and blast shapes) and technology (nightvision goggles with infrared as a replacement for See Invisibility as an example). |
| #3SenevriJun 03, 2009 14:36:02 | Well... Realistic or Cinematic? Realistic caps at level 5 or so. level 11 is anime, level 15 is superheroes and above that... yeah. An average handgun doesn't do much more damage than a medieval weapon - heavier weapons do SOME damage more, however. The key points in handguns are range, size, ease of use and accuracy, also possibly penetration vs. armor, but that's same as accuracy in D&D. D20 modern should have firearm stats, you probably should just use those. That being said, a heroic enough character can kill a dragon, be it with a minigun or a kitchen knife. The guy from original Doom would probably do fine. For adaptation, I would rather make a more limited version of Artificer, with better combat chassis. |
| #4CanineLordJun 03, 2009 19:15:41 | I was running a similar game myself. The players took out a gibbering mouther with tear gas. (poor thing) Some D20 to D&D issues to be aware of: *Limited ammo. Players will need to have a way of replenishing supplies. Your skill points/ammo solution sounds viable. *Poor D20 base class saves/hit die/skill points compared to D&D counterparts. My solution to this was to allow players to use Gestalt rules for base classes. But once they went Advanced/Expert, they had to single class. *Healing. Without magical healing, there will be a lot of down time. I suggest letting characters get a hold of potions and/or upping the hit points that surgery can restore. *Magic and save-or-suck effects. Creatures in the Monster Manual are designed to go against parties that can Dispel Magic, Lesser Restoration, Stone to Flesh, etc. Either don't throw Special Effect-type monsters at the party, or somehow give them access to basic defensive magic. Best of luck. Let us know how it works out. |