I always thought the idea of modern d&d had some cool novelty to it, and was wondering if anyone's run a modern game in 5e. What rules did you use? Is there any talk of official modern content beyond the gun stats in the DMG?
Especially with the success of Ravnica and Eberron have cemented the idea that fantasy does not equal medieval the way most settings present the genre. To me, fantasy has always had more contemporary aspects that are especially reflected in D&D-- like the freedom of players to go where they please and do as they like, which was not something any serf could do-- and even the base FR setting has modernized with time. I feel like the next step in the more contemporary trend is to release something more present-day analogous. What do people think?
I'm currently working on a group of homebrew for my D&D group and others that want it, that can be used in modern, cyberpunk, and futuristic campaigns. Problem is, I'm not sure I'm allowed to release any parts of it that were in Unearthed Arcana or from the 3.5's Modern d20 SRD. Some of it is from the Modern Magic pdf and some of it is based on the 3.5 Modern d20 SRD, so if I'm not allowed to release those it'll be a little lighter in content than I want. It's still a ways away, but when finished I intend to release what I can as public homebrew that works with the character creator here and a pdf or docx version.
Hey there, I know this thread has been asleep for some time, but I just wanted to say: I would love for a sourcebook or a 5e conversion of 3.5 edition's D20 Modern book. A lot of elements for it worked pretty well, but I think for a 5e game, I hope there's a means for a seamless conversion.
The inherent problem with trying to do DnD things with our actual technological world as the setting is the issue of magic. There's no way our society would have developed in even remotely the same way if magic were a thing. You'd need to take heavy inspiration from Eberron to make it work, which ends up being a bit more like a variation off of Steampunk.
That's not to say that it's bad, or wrong, or uninteresting to do that. Just that I don't see a way to bridge the gap between a world without any magic whatsoever (ours) and one that has an extensive system for how it works and what it's interaction with nature is (DnD).
So these resources are great. I also found this share folder made by a user named "Ed Wilson" where he essentially adapted a bunch of mechanics from the original 3.5 Edition of D20 modern into a 5th edition. I can't seem to find the link, but he basically made some groundwork to work with. Might need some additional review, since the original Urban Arcana rules put a hard cap on spellcasting at 5th level. I am going to try to playtest a one-shot using a fusion of his rules and these articles, see how well they work, see how well that works with other mechanics that exist in these articles. :)
I have been looking into this myself I initially used the 3.5 conversion to 5e but their were elements I wasn't particularly fond of myself. Currently I am using a combination of that conversion, modern magic Unearthed Arcana and my own thoughts. Plus a little from both The Unsleeping City (College Humour) and the Prince Division ( The Unexpectables channel.) I highly recommend it even if you can't really make what I you may want without alot of extra work.
I love d20 Modern; it's the first tabletop RPG I've ever played. It has a special place in my heart.
That being said, I personally have been developing a system that combines that parts I love about d20 Modern and stuff I love about 5e. It's not complete yet; but I do hope to get some playtests out of it some time.
However, . . .
May I recommend this? I have played two sessions with these rules and I love it. It could use more specialized rules, specifically because of the modern setting; like starting equipment, more subclasses (though I am discovering a few new ones), and other stuff.
Yes! That's the one! Thank you for highlighting that! I've been planning a campaign with some of these rules in mind, namely the backgrounds and setting like that. The wealth system is a bit... complex, but I can work it into a setting that works with day jobs and things like that.
I like what Ed Wilson was going for, but for simplicity's sake I might just do some of the more recent Unearthed Arcana subclasses for my magic players, have players start out at level one, swap weapon proficiencies (different types of gun proficiencies instead of Martial weapons) keep a cap limit on spellcasting to 5th level spells, with an option to cast higher level spells with hard material component costs.
I have also listened to some of Dimension 20's stuff, with magic in a modern setting like Fantasy High, and I like that a bit better than nothing, but I think for a more down to earth feel, I might take The Prince Division's route to make the players feel more grounded. :)
Both of them have their strengths and weaknesses; truthfully, I would stick with the Modern Handbook because it is just versatile enough to get started. Though the "wear-and-tear" rules of MFG gives a weird Fallout essence, I can see it being its balancing act. I will warn you; the UUF gives off a more Supernatural/Buffy/Angel approach to urban fantasy, which would appeal to some.
I could definitely recommend the Modern Handbook for Modern/Sci-fi campaigns, but Tipper01's Cyberdungeons has A LOT of stuff for both cyberpunk and modern campaigns and is a great resource.
Why would you make a hard limit on lvl5 spells? Coated components I get bit basically limiting spell casters to 5th lvl feels needless to me at least.
Modern world, modern problems when large spells collide with huge buildings; that kind of thing.
To be honest, I would do the same thing. I even developed a special encounter where spells of a certain level give of a decibel range (i.e. Firebolt roughly 40 - 50 dB, slightly below normal speech levels). I call it the Decibel Gauntlet; where whispering is highly recommended and keeping spells at a limit of 80 dB [just slightly lower than a lawnmower]. With security guards lining the walls and windows of an alleyway.
I always thought the idea of modern d&d had some cool novelty to it, and was wondering if anyone's run a modern game in 5e. What rules did you use? Is there any talk of official modern content beyond the gun stats in the DMG?
Especially with the success of Ravnica and Eberron have cemented the idea that fantasy does not equal medieval the way most settings present the genre. To me, fantasy has always had more contemporary aspects that are especially reflected in D&D-- like the freedom of players to go where they please and do as they like, which was not something any serf could do-- and even the base FR setting has modernized with time. I feel like the next step in the more contemporary trend is to release something more present-day analogous. What do people think?
I mean, there's already an antimatter rifle in official content, so why not?
I think it is called unseen or unsleeping city and streams live. I would love for it to be a source book.
I'm currently working on a group of homebrew for my D&D group and others that want it, that can be used in modern, cyberpunk, and futuristic campaigns. Problem is, I'm not sure I'm allowed to release any parts of it that were in Unearthed Arcana or from the 3.5's Modern d20 SRD. Some of it is from the Modern Magic pdf and some of it is based on the 3.5 Modern d20 SRD, so if I'm not allowed to release those it'll be a little lighter in content than I want. It's still a ways away, but when finished I intend to release what I can as public homebrew that works with the character creator here and a pdf or docx version.
Hey there, I know this thread has been asleep for some time, but I just wanted to say: I would love for a sourcebook or a 5e conversion of 3.5 edition's D20 Modern book. A lot of elements for it worked pretty well, but I think for a 5e game, I hope there's a means for a seamless conversion.
The inherent problem with trying to do DnD things with our actual technological world as the setting is the issue of magic. There's no way our society would have developed in even remotely the same way if magic were a thing. You'd need to take heavy inspiration from Eberron to make it work, which ends up being a bit more like a variation off of Steampunk.
That's not to say that it's bad, or wrong, or uninteresting to do that. Just that I don't see a way to bridge the gap between a world without any magic whatsoever (ours) and one that has an extensive system for how it works and what it's interaction with nature is (DnD).
Or you take the Shadowrun approach and have magic and mythical races and creatures suddenly appear in a modern world.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I think resolving combat inside the UFC using D&D grappling rules would be a crime.
In Unearthed Arcane in 2015, they had modern subclasses and spells, and a separate accompanying article for proficiencies and armor adaptions.
Spells and Subclasses: https://dnd.wizards.com/articles/unearthed-arcana/modern-magic
Modern Armor Adaptions and proficiencies: https://dnd.wizards.com/articles/features/my-new-d20-modern-campaign
Yeah I remember seeing that back when I started this thread. Be cool to see that get expanded on more someday.
So these resources are great. I also found this share folder made by a user named "Ed Wilson" where he essentially adapted a bunch of mechanics from the original 3.5 Edition of D20 modern into a 5th edition. I can't seem to find the link, but he basically made some groundwork to work with. Might need some additional review, since the original Urban Arcana rules put a hard cap on spellcasting at 5th level.
I am going to try to playtest a one-shot using a fusion of his rules and these articles, see how well they work, see how well that works with other mechanics that exist in these articles. :)
I have been looking into this myself I initially used the 3.5 conversion to 5e but their were elements I wasn't particularly fond of myself. Currently I am using a combination of that conversion, modern magic Unearthed Arcana and my own thoughts. Plus a little from both The Unsleeping City (College Humour) and the Prince Division ( The Unexpectables channel.) I highly recommend it even if you can't really make what I you may want without alot of extra work.
~Icon by Zombie_octopus on Instagram~
https://www.icygeek.com/index.php/2015/08/06/d20-modern-for-dd-5th-edition/ i think the link you were talking about is in this article.
I love d20 Modern; it's the first tabletop RPG I've ever played. It has a special place in my heart.
That being said, I personally have been developing a system that combines that parts I love about d20 Modern and stuff I love about 5e. It's not complete yet; but I do hope to get some playtests out of it some time.
However, . . .
May I recommend this? I have played two sessions with these rules and I love it. It could use more specialized rules, specifically because of the modern setting; like starting equipment, more subclasses (though I am discovering a few new ones), and other stuff.
Yes! That's the one! Thank you for highlighting that! I've been planning a campaign with some of these rules in mind, namely the backgrounds and setting like that. The wealth system is a bit... complex, but I can work it into a setting that works with day jobs and things like that.
I like what Ed Wilson was going for, but for simplicity's sake I might just do some of the more recent Unearthed Arcana subclasses for my magic players, have players start out at level one, swap weapon proficiencies (different types of gun proficiencies instead of Martial weapons) keep a cap limit on spellcasting to 5th level spells, with an option to cast higher level spells with hard material component costs.
I have also listened to some of Dimension 20's stuff, with magic in a modern setting like Fantasy High, and I like that a bit better than nothing, but I think for a more down to earth feel, I might take The Prince Division's route to make the players feel more grounded. :)
There is also a ton of stuff on dmsguild.com for stuff in the modern world. Here are some other ones.
Ultimate Urban Fantasy = UUF
Modern Fantasy Guide = MFG
Both of them have their strengths and weaknesses; truthfully, I would stick with the Modern Handbook because it is just versatile enough to get started. Though the "wear-and-tear" rules of MFG gives a weird Fallout essence, I can see it being its balancing act. I will warn you; the UUF gives off a more Supernatural/Buffy/Angel approach to urban fantasy, which would appeal to some.
Why would you make a hard limit on lvl5 spells? Coated components I get bit basically limiting spell casters to 5th lvl feels needless to me at least.
~Icon by Zombie_octopus on Instagram~
I could definitely recommend the Modern Handbook for Modern/Sci-fi campaigns, but Tipper01's Cyberdungeons has A LOT of stuff for both cyberpunk and modern campaigns and is a great resource.
Mystic v3 should be official, nuff said.
Modern world, modern problems when large spells collide with huge buildings; that kind of thing.
To be honest, I would do the same thing. I even developed a special encounter where spells of a certain level give of a decibel range (i.e. Firebolt roughly 40 - 50 dB, slightly below normal speech levels).
I call it the Decibel Gauntlet; where whispering is highly recommended and keeping spells at a limit of 80 dB [just slightly lower than a lawnmower]. With security guards lining the walls and windows of an alleyway.
Go ahead; take this encounter for a spin.
Fair enough, I don't think I would go as far as to make them inaccessible just much rarer.
~Icon by Zombie_octopus on Instagram~