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4E Modern

Started by timejockey, February 21, 2011, 09:34:11 AM

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timejockey

Hello everyone,
My group, for better or worse, is very fond of D&D 4E and we were planning a sci-fi campaign. While there were a few options out there for modern/sci-fi in 4E, we played and playtested a few and none of them really worked for us. So about two months ago I posted on a few RPG forums and attempted to either find another option or get help creating one. And I started working on something in my spare time that was based on what WOTC did with Essentials and Gamma World. A few weeks later I realized I had a system and I've posted it in several places for feedback and suggestions and have gotten some, but I wanted to post it here too in the hopes of getting some constructive feedback and ideas to change or expand upon what is here. We have been using this for our current campaign for about 5 weeks, and it seems to work well so far. But it is still a work in progress. I'll post the main file and the additional material I worked up for the sci-fi campaign and I appreciate input.

http://www.scribd.com/doc/46261220/4EModern
http://www.scribd.com/doc/47872279/4ESciFi

dsivis

Did you check out Amethyst: Foundations by Goodman Games?
"It\'s a Druish conspiracy. Haven\'t you read the Protocols of the Elders of Albion?" - clash

timejockey

I did, and just found a lot of issues with it. It was one of the systems we looked at, as well as their other one Neurospasta/Ultramodern 4. Just not our cup of tea. We tried for a simpler, streamlined approach to character creation and advancement. I can say from the perspective this system worked well. Character creation on average was 10-15 minutes. I just would like thoughts on the rest of it and if it seems to function well.

Spinachcat

How do you do ship-to-ship combat?

timejockey

Honestly it hasn't come up yet in the campaign yet, but other vehicle combat has. I made a basic vehicle system based on the limited rules that were in the one Adventurer's Vault book, and they are at the end of the main document. That is one area I would like to expand upon. I am planning some actual ship combat this week, so I will see how the basic rules work. I decided against a dedicated skill to vehicle operation and kept it as a Dexterity or Intelligence check modified by feats. I still need to see how that works as planned, but I thought it was a simpler solution at the time I was creating it.

finarvyn

Quote from: timejockey;441564But it is still a work in progress. I'll post the main file and the additional material I worked up for the sci-fi campaign and I appreciate input.
Looks neat so far, timejockey. I'd love to see what you get put together as you evolve your game! :)

My players like 4E and I'm trying to find a way to trim things down a little so it's not quite so wordy.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

timejockey

Thank you. We played it again last night and it is still going strong. They are up to 6th level and seems to still be working well. No real changes so far, but we are still playtesting.

I think that's why there is practically no extra text outside of the rules in this. I just wanted to put in the nitty gritty, so hopefully it doesn't seem too wordy.