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TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#1: Mar 3rd 2012 at 10:28:12 PM

Update: I've been working on a system usable for modern play. A wiki that keeps track of what I've got lined up so far can be found at http://moderndx.wikidot.com

So, now that my roleplaying schedule is basically totally empty, I'm contemplating starting up something modern.

Specifics: Not a whole lot. All I know is that I want it to be at least partially urban fantasy, though with emphasis on the "urban" and the fantasy part is less Buffy, Supernatural, or the like, and more Persona. I've been playing a lot of Persona 3 and Persona 4 lately, after all.

Right now, I'm just sort of gauging interest. I haven't got a system in mind just yet, though I'm thinking of a 4Eized version of d20 Modern to some extent. Everything is very much up in the air on the mechanics-I'm much more interested in making sure I have a solid thesis for the game first.

So, gauging interest, listening to comments, etc.

More thoughts on the system

Like I said, my first thoughts are something preserving some of the elements I liked about d20 Modern (the six ability score classes was pretty nice), but using a more 4E style design. Current thought process is that characters will have access to powers through equipment and "some supernatural force" (that I haven't decided), but also features. Features will be purchased ... somehow, possibly through feats, but what features you qualify for are based on your levels. So, you might need Fast 10 for the best high-agility type features. But your general progression of attack and defense and crap is otherwise identical regardless of class.

Further, I liked what d20 Modern did with Advanced Classes, but it seems appropriate to give them the 4E Themes/Paragon Paths take. So all characters automatically get an "advanced class" of sorts, that doesn't prevent you from taking levels in the normal classes or anything. Again, everything is still very much in Pre-Alpha and all that, just throwing out ideas so people know what I'm thinking about.

edited 15th Mar '12 4:31:51 PM by TheyCallMeTomu

KyleJacobs from DC - Southern efficiency, Northern charm Since: Mar, 2011 Relationship Status: One True Dodecahedron
#2: Mar 5th 2012 at 7:42:19 PM

Have you considered the Legend Game System? We're using it in my group, and IMO it blows 4E out of the water. Also should be pretty adaptable to a modern setting if the Osaka Street Stories module is any indication.

TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#3: Mar 5th 2012 at 8:07:28 PM

Well, how does it blow 4E out of the water, for example? If you tell me that, I might have a good grasp on whether it's worth looking into.

I like 4E's basic mechanics much better than previous d20 systems-the usage of Fort/Ref/Will as defenses, the generic 1d20+0 type saves, death saves (Though in the system I'm working on, death saves and surges are directly related-healing surges are entirely removed from the game, death saves don't regenerate between encounters, and you fully heal all HP between encounters).

Exelixi Lesbarian from Alchemist's workshop Since: Sep, 2011 Relationship Status: Armed with the Power of Love
Lesbarian
#4: Mar 5th 2012 at 8:08:31 PM

Have to agree that Legend is the most gorgeous system I've seen, ever. Hell, you'd just have to rename the classes and let Barbarians work with ranged weapons, and you'd be done.

Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#5: Mar 5th 2012 at 8:58:08 PM

Again, can I get some specifics?

Otherwise, it just sounds like fanboyism, and I can get that from any system (pathfinder tends to have a lot of it).

edited 5th Mar '12 8:58:37 PM by TheyCallMeTomu

KyleJacobs from DC - Southern efficiency, Northern charm Since: Mar, 2011 Relationship Status: One True Dodecahedron
#6: Mar 5th 2012 at 9:11:37 PM

Yeah, sorry about that. Legend's defining feature is its class advancement system. Each class grants three ability tracks, with seven abilities each. You unlock one new ability per level, and all of them are useful. Multiclassing is extremely easy - just swap out one of your base tracks for another one. Another big draw is the social encounter system, which I can't really explain coherently but is nonetheless quite fun. Beyond that, combat is pretty rules-light and streamlined, allowing for some rather entertaining moments.

One thing you'll definitely notice is that the game places far less of an emphasis on the economy than just about any other system I've seen - there are some pretty strict limits on how many magic items characters can use at once, which means you'll spend less time hunting for loot and more time on the fun stuff. In spite of what Exelixi said, there's nothing really stopping barbarians from using ranged weapons - actually, any class can use any weapon without penalties. Whether their abilities will still work as well as written is another story, but that shouldn't be too much of a problem. Finally, there's no XP - characters level up when the GM says so.

Basically, it's everything I like about d20 without most of the imbalances and headache-inducing bits.

Other random stuff that I like:

  • The rules for death. Instead of getting 3 saving throws before death, you lose 1 HP every time you miss a throw and only die when your negative HP equals your Constitution. There's nothing stopping people from attacking corpses if you want to be that lethal, but since my approach to running games is to enable as much fun as possible, I try to avoid doing that.
  • It's really, really easy to put together a character. The actual sheet could be designed better, but that's just nitpicking.
  • It's balanced really well. The way I heard it was that they tested things out by having a bunch of munchkins put together characters, running PVP, and fixing anything that seemed broken. Conversely, you pretty much have to be trying to put together a weak character in order to get one.
  • It's versatile. The rules for creating everything from your own race to a few custom weapons are laid out right in the book, simple and straightforward.
  • There's a track that functionally lets you play as a Kamen Rider.

edited 5th Mar '12 9:20:33 PM by KyleJacobs

TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#7: Mar 5th 2012 at 10:17:02 PM

I think I'll keep working on what I'm working on. It sounds like it uses a lot of the same ideas as what I'm going for in terms of ability trees and the like and easy multiclassing, but I like more of the 4E model.

Exelixi Lesbarian from Alchemist's workshop Since: Sep, 2011 Relationship Status: Armed with the Power of Love
Lesbarian
#8: Mar 6th 2012 at 3:14:21 AM

Kyle, Barbars can't use their Path of Destruction abilities with ranged weapons, is what I meant.

But yeah, the big thing about legend is the simplicity and the balance. The entire goal of the system is something they call A=A', meaning that two characters of the same level with different classes should be evenly matched.

Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#9: Mar 6th 2012 at 9:03:48 AM

Definitely something to look into, but I think I'll just build from the ground up instead of ripping apart an existing system.

More importantly, I'm not getting any response from people who have any interest in a more modern setting anyway.

edited 6th Mar '12 9:50:27 PM by TheyCallMeTomu

TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#10: Mar 8th 2012 at 11:05:51 PM

Working on this system I'm hashing out is kind of grueling. I mean, I suspect I'm the only person in existence who liked d20 Modern stylistically, so it's kind of pointless since it makes a lot of references to the old mechanics set, but more to the point, creating 10 features for six classes, plus 2 features each for all of the relevant double and triple class combos is rather exhausting.

Still, it's slowly coming together. Something simple, but that still uses that 4E style of tactical play, while having some of the pre-4E "Rule of Toys" multiclassy feel.

EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#11: Mar 8th 2012 at 11:14:21 PM

d20 Modern was actually the first RP system that really got me interested in roleplaying.

Unfortunately, I have so much school work and in four other gaming groups that there is no way in hell I can join another one. Good luck with this though; hopefully you can get a group together.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#12: Mar 8th 2012 at 11:18:57 PM

Thanks. At this point, I'm waiting for inspiration to hit while I work on the system (which as I've alluded to is a bit of a hybrid between d20 Modern and 4th edition Dungeons and Dragons, though it has a number of elements that really borrow from neither).

"Attractive" is a "skill."

edited 8th Mar '12 11:19:46 PM by TheyCallMeTomu

TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#13: Mar 15th 2012 at 4:09:28 PM

Alright, I just finished writing up all the features for the base classes, so this is actually finally starting to see some progress. Contemplating starting a wikidot for the system just for the heck of it.

Welp, the wiki's up.

Man, I wish there was actual interest in this kind of project, I'm having a lot of fun working on the system, but it's kind of "meh" if no one else likes the direction I'm going in!

edited 16th Mar '12 5:11:40 PM by TheyCallMeTomu

KyleJacobs from DC - Southern efficiency, Northern charm Since: Mar, 2011 Relationship Status: One True Dodecahedron
#14: Mar 16th 2012 at 8:05:50 PM

I'd actually be somewhat interested in helping out with the system, although I can't promise I'll actually be useful. Also I might be getting some actual free time soon, so I might be up for another game night in my week.

edited 16th Mar '12 8:06:37 PM by KyleJacobs

TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#15: Mar 16th 2012 at 8:15:46 PM

Well, check out the Wiki and PM me with your thoughts on the matter. One of the big things is that FOR SOME FUCKING REASON whenever I design anything for Modern gaming, I tend to use d20 Modern as a base, but my understanding is that d20 Modern was not that popular.

Muramasan13 Since: Nov, 2009 Relationship Status: Not war
#16: Apr 4th 2012 at 5:43:44 PM

This is my understanding also, though I've never played it and shall therefore refrain from judging.

Having perused the wiki, a question: why does "Improved Called Shot" increase the damage dealt by a flat 2, while similar "Improved" thingies boost damage by the relevant modifier?

edited 4th Apr '12 5:57:45 PM by Muramasan13

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TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
#17: Apr 4th 2012 at 6:19:41 PM

Called Shot is a pre-req for Improved Called Shot, so Improved Called Shot makes your Called Shot increase the damage by your ability modifier +2. If each improvement increased it by your ability modifier each time, it'd be quadratic scaling.

Muramasan13 Since: Nov, 2009 Relationship Status: Not war
#18: Apr 4th 2012 at 6:26:12 PM

Of course. I just thought that you were using quadratic scaling elsewhere, and modifier plus a flat bonus here.

But on review it seems my mind was only playing tricks on me. You do indeed use mod+bonus universally rather than bonus*mod. My apologies.

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TheyCallMeTomu Since: Jan, 2001 Relationship Status: Anime is my true love
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