Fixing D20 Modern Classes
Posted: Thu Nov 05, 2009 7:53 pm
Recently, me and a buddy of mine have been brainstorming ideas for fixing D20 modern. It had some neat ideas, but I think we can all agree that d20 modern as a whole was a failure that accomplished few of the things it set out to do well. So, the first thing on the chopping block is classes. D20 modern seemed to want to be able to represent the everyman, generic classes for the modern world people don't fit into a little pigeonhole of an archetype. Problem is, they ended up with 6 generic classes with specific talents tied to each of them
Bear in mind we plan to use new talent trees to replace the crap talent trees, and would be using the [Tome] combat and skill feats (along with tome-ifying the few modern skills and combat options)
Generating Your Class
In order to generate a class, each player receives 6 tokens that they can spend freely on different features of their class. The base value of each feature (before tokens are spent) are thus: HD starts at a d6, Skills start at 3+Int per level, Base Attack Bonus starts out at 1/2 advancement rate, each save starts out that the +1/2 advancement rate, and defense starts out at the crappy "smart hero" rate of +1 for every three levels.
Up to two tokens can be spent on HD, increasing it to a d8, then to a d10. Up to three tokens can be placed on skills, giving two more skill ranks per level per token up to a maximum of 9 per level. Base attack bonus can have up to two tokens spent on it, increasing it to +3/4 and then +1 advancement. Each save can have a token placed on it, increasing it to the good save progression (The D&D one, not the dumbass D20 Modern one). And lastly defense can have up to two tokens placed on it, increasing it to the mediocre strong hero advancement, and then to the awesomesauce fast hero advancement.
Reputation was stupid, we killed it.
Now that you have your class, you get to choose a talent every odd level, and a feat every even level. And you get that feat for being first level. And for being human.
Oh, and no more feats every third level, picking a feat every other level is enough.
Why 6 tokens?
Most people agree that Fast Hero was the cool class, it takes 6 tokens to emulate the fast hero. All the other classes take 5 tokens... except the dedicated hero, that takes 4.
Who gets what talents?
Whatever your highest ability score is determines what sort of hero you are. If Dexterity is your highest score, you're a Fast Hero. If its Intelligence you get to be a Smart Hero, etc
From now on, all talents have an [ABILITY] tag (Strength, Dexterity, Intelligence, etc). As long as you are that sort of hero, there are no limits to how many talents for that ability you can accrue. All other talents however are limited. You can only have Ability Score - 10 number of talents that relate to that ability score. This way, if you have a decent Int you can pick up a few Smart Hero shticks if you want to, but the "Grr, im big and dumb guy" wont.
So, what do you guys think? Any glaring holes we missed?
Bear in mind we plan to use new talent trees to replace the crap talent trees, and would be using the [Tome] combat and skill feats (along with tome-ifying the few modern skills and combat options)
Generating Your Class
In order to generate a class, each player receives 6 tokens that they can spend freely on different features of their class. The base value of each feature (before tokens are spent) are thus: HD starts at a d6, Skills start at 3+Int per level, Base Attack Bonus starts out at 1/2 advancement rate, each save starts out that the +1/2 advancement rate, and defense starts out at the crappy "smart hero" rate of +1 for every three levels.
Up to two tokens can be spent on HD, increasing it to a d8, then to a d10. Up to three tokens can be placed on skills, giving two more skill ranks per level per token up to a maximum of 9 per level. Base attack bonus can have up to two tokens spent on it, increasing it to +3/4 and then +1 advancement. Each save can have a token placed on it, increasing it to the good save progression (The D&D one, not the dumbass D20 Modern one). And lastly defense can have up to two tokens placed on it, increasing it to the mediocre strong hero advancement, and then to the awesomesauce fast hero advancement.
Reputation was stupid, we killed it.
Now that you have your class, you get to choose a talent every odd level, and a feat every even level. And you get that feat for being first level. And for being human.
Oh, and no more feats every third level, picking a feat every other level is enough.
Why 6 tokens?
Most people agree that Fast Hero was the cool class, it takes 6 tokens to emulate the fast hero. All the other classes take 5 tokens... except the dedicated hero, that takes 4.
Who gets what talents?
Whatever your highest ability score is determines what sort of hero you are. If Dexterity is your highest score, you're a Fast Hero. If its Intelligence you get to be a Smart Hero, etc
From now on, all talents have an [ABILITY] tag (Strength, Dexterity, Intelligence, etc). As long as you are that sort of hero, there are no limits to how many talents for that ability you can accrue. All other talents however are limited. You can only have Ability Score - 10 number of talents that relate to that ability score. This way, if you have a decent Int you can pick up a few Smart Hero shticks if you want to, but the "Grr, im big and dumb guy" wont.
So, what do you guys think? Any glaring holes we missed?