Nuts and Bolts

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OK, a couple of ideas on nuts and bolts rules changes. Please feel free to discuss these on the Fourth World Rules Changes Discussion Page.


Contents

[edit] Step 1: Ability Scores

No change

[edit] Step 2: Races

The new racial options could include:-

Bugbear, Centaur, Doppelganger, Gargoyle, Goblin, Hobgoblin, Human, Kobold, Lizardfolk, Lycanthrope, Merfolk, Minotaur, Ogre, Orc, Satyr, Stone Giant, Vampire

Obviously we’ll need to trim out some of these, but it’s best to start with a wide net and then cut it down. Oh, and I’m not keen on the name bugbear. There were some bugbear-like monsters in the old Fighting Fantasy books called garks, and I’d like to rename them that.

For the record my current favourite five list would be Human, Hobgoblin, Kobold, Minotaur and Bugbear.

[edit] Step 3: Classes

OK.

A lot of changes here.

Oh, before we start, a note for Andy. You made a comment before about why anyone would have Heavy Armour Proficiency. In D20 Modern they still classed some modern armour as Heavy, but based upon its flexibility and how much it cramps your movement rather than weight. Indeed some of the modern heavy armour weighs less than a suit of chain mail, but they have a lower Max Dex and a higher Armour Check Penalty and thus qualify as Heavy suits.


[edit] Barbarian

Weapons and Armour Proficiencies They get the Simple Weapon Proficiency and a choice of Archaic Weapon Proficiency or Personal Firearms Weapon Proficiency. They have the Light, Medium and Shield Armour Proficiencies.

Class Skills Climb, Craft (Structural, Visual Art), Handle Animal, Intimidate, Jump, Knowledge (current events), Listen, Ride, Survival, Swim

(It could be said that the Barbarian is an out of date concept in a modern world, but I think there is something interesting about a Conan-style barbarian horde that has adapted to the modern world and is still living its own life, while trading with more civilised nations for modern weaponry. After all, if magic is available not every nation is going to bother with technology. They could also be kind of like Gurkhas, used by a more civilised nation as tough as nails warriors.)

[edit] Bard

(As I’ve said I think the bard archetype is less relevant in a hi-tech world. I think it might be worth replacing it with a more 20th century archetype, that of the James Bond style super-spy; one who has added spells to his repertoire instead of gadgets. He still fits the role of charisma/dexterity/intelligence guy and the skills list will be similar. We’d just need to rework his music into something more appropriate.)

Base Attack Bonus: As Bard

Saves: As Bard

Spells: As Bard, though the spell list would change.

Class Skills Balance, Bluff, Climb, Computer Use, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Gather Information, Hide, Jump, Knowledge (current events, popular culture, streetwise, tactics), Listen, Move Silently, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble, Use Magic Device

Weapons and Armour Proficiencies They get the Simple Weapon proficiency and all Handguns from the Personal Firearms Proficiency. They have the Light Armour Proficiency.

Level 1: Coordinate (Charisma check, DC 10, spend a round passing out instructions to give X allies (X = half agent level rounded down, minimum one) a +1 bonus to attack and skill rolls for a number of rounds equal to the Charisma modifier) Level 3: Charm (Add Agent level to Charisma based skills, but only with their chosen gender (their own if gay, the opposite if straight) Level 6: Fast Talk (add his Agent level to Bluff, Diplomacy and Gamble checks when attempting to lie or deceive) Level 9: Favour (can get minor aid from any NPC they meet, roll 1d20+level against a DC of 10 to 30 based on what the agent is asking for)

Could also get: Advanced Weapons Training (gains proficiency with longarms)

[edit] Priest

(I don’t like the name cleric; it just sounds someone who’s here to do the record keeping…)

Class Skills Concentration, Craft (Pharmaceutical, Visual Art, Writing), Diplomacy, Knowledge (Arcana, Behavioural Sciences, Civics, Current Events, History, Popular Culture, Theology and Philosophy), Profession, Spellcraft, Treat Injury

Weapon and Armour Proficiency They get the Simple Weapon Proficiency.

There are four sub-classes of Priest; pastoral, chaplain, theologian, hospitilar. They receive the following benefits.

  • Pastoral: They receive the Trustworthy feat and Gather Information, Investigate, Perform (sing) and Sense Motive as class skills.
  • Chaplain: They receive the Personal Firearms Proficiency and the Light, Medium and Heavy Armour Proficiencies.
  • Theologian: They receive the Studious and Educated feats, and Decipher Script, Knowledge (Art) and Research as class skills.
  • Hospitilar: They receive the Medical Expert feat, as well as Computer Use, Search, Knowledge (Technology) and Knowledge (Earth and life sciences) as class skills.

Aura, Spells, Bonus Languages: As before.

Deities, Domains and Domain Spells: Pick two domains as usual but we should pump up the domain powers (and switching turning undead to a domain power for solar deities and the like) to make priests a bit more potent.

Spontaneous Casting: Pick one of your two domains. That domain’s spells become your spontaneous casts.

[edit] Druid

Weapons and Armour Proficiencies They get the traditional druid weapons and the Light and Medium Armour Proficiencies with the usual druid rulings.

Class Skills Concentration, Craft (Structural, Visual Art), Diplomacy, Handle Animal, Knowledge (current events, earth and life sciences, popular culture), Listen, Navigation, Profession, Ride, Spellcraft, Spot, Survival, Swim, Treat Injury

All abilities as the book.

[edit] Fighters

Weapons and Armour Proficiencies They get the Simple and Personal Firearms Weapon Proficiencies and the Light, Medium and Heavy Armour Proficiencies.

Class Skills Climb, Craft (Mechanical, Structural), Demolitions, Drive, Gamble, Handle Animal, Intimidate, Jump, Knowledge (current events, popular culture, tactics), Profession, Swim

Bonus Feat List: Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two Weapon Fighting, Agile Riposte, Archaic Weapon Proficiency, Blind Fight, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Deflect Arrows, Dodge, Double Tap, Drive-By Attack, Elusive Target, Evasion, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Greater Weapon Focus, Greater Weapon Specialisation, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Knockout Punch, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Knockout Punch, Manyshot, Mobility, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quick Reload, Rapid Reload, Rapid Shot, Ride By Attack, Shield Proficiency, Shot On The Run, Skip Shot, Snatch Arrows, Spirited Charge, Spring Attack, Strafe, Streetfighting, Stunning Fist, Sunder, Trample, Two Weapon Defence, Two Weapon Fighting, Unbalance Opponent, Weapon Finesse, Weapon Focus, Weapon Specialisation, Whirlwind Attack

(Picking from both the D&D and the D20 Modern list gives the fighter an awful lot of choice. D20 Modern adds a lot of martial arts feats (which makes a fair amount of sense if there are weapons restrictions in place), while D&D gives the weapon options and both provide shooting feats.)

[edit] Monk

Weapons and Armour Proficiencies They get the Simple and Archaic Weapon Proficiencies and a choice of three Exotic Melee Weapon Proficiencies.

Class Skills Balance, Climb, Concentration, Craft (Visual Arts, Writing), Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcane, current events, popular culture, theology and philosophy), Listen, Move Silently, Perform (Act, Dance, Sing, Stand Up), Profession, Sense Motive, Spot, Swim, Tumble

Monks get the Combat Martial Arts feat instead of Improved Unarmed Strike.

[edit] Paladin

Weapons and Armour Proficiencies They get the Simple Weapons, Archaic Weapons and Personal Firearms Weapon Proficiencies and the Light, Medium and Heavy Armour Proficiencies.

Class Skills Concentration, Craft (Mechanical, Pharmaceutical), Demolitions, Diplomacy, Handle Animal, Knowledge (current events, popular culture, tactics, theology and philosophy), Profession, Ride, Sense Motive, Treat Injury

The Special Mount ability needs some kind of revamp. Horses, even celestial horses, probably just won’t cut it in a hi-tech world. But I’m not sure what it should be. (Holy motorbikes?)

[edit] Ranger

Weapons and Armour Proficiencies They get the Simple and Personal Firearms Weapon Proficiencies and the Light Armour Proficiency.

Class Skills Climb, Concentration, Craft (Structural), Demolitions, Drive, Handle Animal, Hide, Jump, Knowledge (current events, earth and life sciences, popular culture, tactics), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Treat Injury

Combat Style: As well as the close combat and archery chains there is a firearms/sniper chain that offers Far Shot at 2nd level, Improved Critical (sniper rifles) at 6th level, and Dead Aim at 11th level.

[edit] Rogue

Weapons and Armour Proficiencies They get the Simple Weapon Proficiency and proficiency in all handguns as well as Light Armour Proficiency.

Class Skills Balance, Bluff, Climb, Computer Use, Craft (Chemical, Electronic, Mechanical, Pharmaceutical, Structural, Visual Arts, Writing), Decipher Script, Demolitions, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Forgery, Gamble, Gather Information, Hide, Intimidate, Jump, Knowledge (civics, current events, popular culture, streetwise, technology), Listen, Move Silently, Perform (Act, Dance, Keyboards, Percussion Instrument, Sing, Stand Up, Stringed Instrument, Wind Instrument), Pilot, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device

[edit] Sorcerer

Weapons and Armour Proficiencies They get the Simple Weapon Proficiency.

Class Skills Bluff, Concentration, Craft (Electronic, Mechanical, Visual Arts, Writing), Drive, Knowledge (arcane, current events, popular culture, streetwise), Profession, Spellcraft

[edit] Wizard

Weapons and Armour Proficiencies They get the Simple Weapon Proficiency.

Class Skills Concentration, Craft (Pharmaceutical, Structural, Visual Arts, Writing), Decipher Script, Drive, Knowledge (all, bar streetwise), Profession, Spellcraft

[edit] Expert

Weapons and Armour Proficiencies They get the Simple Weapon Proficiency.

Class Skills Ten skills of your choice

So far, so similar. I would also add a bonus feat on every odd level, chosen from the following list.

Acrobatic, Alertness, Animal Affinity, Athletic, Attentive, Builder, Cautious, Confident, Creative, Deceptive, Educated, Focused, Gearhead, Guide, Medical Expert, Meticulous, Nimble, Stealthy, Studious, Trustworthy, Vehicle Expert

It also might be worth adding the Linguist ability from D20 Modern Smart Heroes.

[edit] Occupations

These are a further definition of a character’s role in life. They add extra class skills, although if they choose a skill that they already possess from their class they just receive a +1 competence bonus on that skill.

All the ones from D20 Modern would work. I’ll just give a sample to show you.

[edit] Academic

Prerequisite: Age 23+ Skills: Three of the following. Computer Use, Craft (writing), Decipher Script, Gather Information, Knowledge (all, bar streetwise), Research or one new language (either Speak or Read/Write) Bonus Feat: None Wealth Bonus: +3

[edit] Blue Collar

Prerequisite: Age 18+ Skills: Three from the following. Craft (electronic, mechanical, structural), Climb, Drive, Handle Animal, Intimidate, Repair, Ride Bonus Feat: None Wealth Bonus: +2

[edit] Law Enforcement

Prerequisite: Age 20+ Skills: Two from Diplomacy, Drive, Gather Information, Intimidate, Knowledge (civics, earth and life sciences, streetwise, tactics), Listen Bonus Feat: One from Combat Martial Arts, Light Armour Proficiency, or Personal Firearms Proficiency Wealth Bonus: +1

[edit] Skills

Balance, Bluff, Climb, Computer Use, Concentration, Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing), Decipher Script, Demolitions, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Forgery, Gamble, Gather Information, Handle Animal, Hide, Intimidate, Investigate, Jump, Knowledge (arcane, art, behavioural sciences, business, civics, current events, earth and life sciences, history, physical sciences, the planes, popular culture, streetwise, tactics, technology, theology and philosophy), Listen, Move Silently, Navigate, Perform (act, dance, keyboards, percussion instruments, sing, stand up, stringed instruments, wind instruments), Pilot, Profession, Read/Write Languages, Repair, Research, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Swim, Treat Injury, Tumble, Use Magic Device

This is essentially the D20 Modern list, with Knowledge (arcane lore) removed, and with Knowledge (arcane), Knowledge (the planes), Spellcraft and Use Magic Device put in.

[edit] Feats

Easiest option is just to allow the use of feats from both D20 Modern and D&D. There is a lot of crossover, but very few cases where one feat is better than its equivalent from the other list. The only one I can think of is Combat Martial Arts/Improved Unarmed Strike where CMA does everything IUS did, but also means they do 1d4 unarmed damage instead of 1d3.

[edit] Alignment

I’d like to recommend switching from the D&D alignment system to the D20 Modern Allegiances system. In this system the character chooses three loyalties, placed in order of how important they are to him. These can include People or Groups (families, your squad in the army, an adventuring party, a mentor), an Organisation (the army, the police, the CIA, a university), a Nation (the UK, the USA, France), a Belief System (Christianity, Islam, liberalism, existentialism), an Ethical Philosophy (law or chaos), and Moral Philosophy (Good or Evil). The best way I can think to show this is by looking at how I would see the Taladas party in this system.

  • Schallat (Chislev, Chaos, the Heroes of the Vale)
  • Pez (the Airrider family, Good, Waltdorf)
  • Noman (the Heroes of the Vale, Waltdorf, the Kente family)
  • Smith (Waltdorf, Good, Paladine)
  • Hawk (Good, Waltdorf, the Airrider Family
  • Hank (the Heroes of the Vale, Waltdorf, Good)

I think this roughly covers how the characters interact. If it came down to a choice between doing good and the security of Waltdorf Smith and Hank would squirm but come down on the side of Waltdorf, while the Airrider brothers would have a similar moral conundrum but would prefer to do good. Noman would see no conflict and side with his nation, right or wrong, while Schallat would have no overt sympathies either way.

The position in the chain also allows you to define a character better. In the old system two Paladins would both have Lawful Good alignments, and be indistinguishable. In this system a Paladin with Good, Liberalism, Law would have a wildly different attitude to his colleague with Conservatism, Law, Good. Their attitude to something like the changes in the law over the past few years would be very different, while still fitting into the Lawful Good umbrella.

One benefit of this is to remove some of the questionable uses of Detect Alignment spells in legal matters, since with other allegiances available fewer people are going to have detectable alignments. On the other hand those spells would now detect whereabouts in the chain the alignment falls; either intensely good, moderately good, or fairly good.

[edit] Wealth and Equipment

Wealth is a 2d4 roll with bonuses. These are

  • Any bonus from occupation
  • The Windfall feat if taken
  • A +1 bonus if you have taken any ranks in Profession

You then buy your equipment from the D20 Modern lists as normal. Any equipment we choose to take from D&D would need to be adapted to a Wealth DC.

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