1. Find the closest analogue in the RAW and go with that.
2. never done modern.
3. Decide where you want to start. Do you want to create your whole world and work your way down to the area you are playing in or start small and work your way up? You don't have to build the whole world before you start playing. A general idea is a good start. The actions of your players may change thing before you reach them anyway.
4. Choose classes that fit into your world. It is OK to "reskin" classes so that they still fit. If you think wizards don't fit in your modern campaign you could reskin it as an alchemist who uses science to recreate the same effect for example.
5. It doesn't matter the setting, the campaign is as long as you and the players want to go. I suggest starting with a small story. Just cover a few levels, but leave some plot hooks at the end so that if they want to keep playing you have somewhere to go.
1. Find the closest analogue in the RAW and go with that.
imo...find teh closest analogue in the RAW and give it a -2. All 3 fencing swords are specifically designed for fencing, not killing. None of them are combat weapons.
2) assuming "modern" means contemporary as opposed to medieval fantasy, my advice is to not use the D&D ruleset. There are plenty of rulesets built specifically for that kind of thing, including a couple that are D20 systems (D20 Modern or Mutants and Masterminds, for instance). D&D's classes, skills and feats need a ton of work to be suitable.
3) pick a theme, a focus, a central concept and go from there. It can be anything - a unique magic system, an antagonist, a philosophical construct, a mystery, a religion, a technological breakthrough, whatever. Just build around that and have everything grow from it organically. That way your setting will be coherent, instead of a mishmash of ideas.
4) anything the system has that's appropriate
5) as long as you/your group wants. As long as you're having fun you could keep going indefinitely, but if you enjoy a lot of variety you could run nothing but 3-4-5 session adventures as well.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Just agreeing with rapier being an analog to most fencing swords, ignoring that they're now sporting equipment so the rapier stat is probably a gross exageration. I'd say use scimitar stats for sabers. Also agree that 5e is probably not the best ruleset for a "modern" game and there are plenty of d20 systems that will do a better job that D&D5e, especially if modern technology is at play.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Fencing swords might be sporting equipment now, but they were originally actual weapons that were designed to kill people and were quite effective at it.
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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.
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Thanks in advance for the help if you give any! :D
1. How much damage would a buster blade, fencing sword, and sledgehammer be?
2. Anyone who has done modern campaigns whats your exp and advice with it?
3. Any tips for worldbuilding?
4. Any classes I should use besides my own custom ones?
5. How long is a usual modern campaign?
I am just an autist who plays D and D and enjoys it
1. Find the closest analogue in the RAW and go with that.
2. never done modern.
3. Decide where you want to start. Do you want to create your whole world and work your way down to the area you are playing in or start small and work your way up? You don't have to build the whole world before you start playing. A general idea is a good start. The actions of your players may change thing before you reach them anyway.
4. Choose classes that fit into your world. It is OK to "reskin" classes so that they still fit. If you think wizards don't fit in your modern campaign you could reskin it as an alchemist who uses science to recreate the same effect for example.
5. It doesn't matter the setting, the campaign is as long as you and the players want to go. I suggest starting with a small story. Just cover a few levels, but leave some plot hooks at the end so that if they want to keep playing you have somewhere to go.
imo...find teh closest analogue in the RAW and give it a -2. All 3 fencing swords are specifically designed for fencing, not killing. None of them are combat weapons.
Guide to the Five Factions (PWYW)
Deck of Decks
Buster Blade = Battle Axe Its big heavy and would be used similar to an axe.
Sledgehammer = Warhammer
Fencing sword = dagger (but swap damage to piercing) because that's what you'll be left with after the first parry :)
Dum Vivimus vivamus
1) 2d6 slashing (greatsword); 1d8 piercing (rapier); 2d6 bludgeoning (maul)
2) assuming "modern" means contemporary as opposed to medieval fantasy, my advice is to not use the D&D ruleset. There are plenty of rulesets built specifically for that kind of thing, including a couple that are D20 systems (D20 Modern or Mutants and Masterminds, for instance). D&D's classes, skills and feats need a ton of work to be suitable.
3) pick a theme, a focus, a central concept and go from there. It can be anything - a unique magic system, an antagonist, a philosophical construct, a mystery, a religion, a technological breakthrough, whatever. Just build around that and have everything grow from it organically. That way your setting will be coherent, instead of a mishmash of ideas.
4) anything the system has that's appropriate
5) as long as you/your group wants. As long as you're having fun you could keep going indefinitely, but if you enjoy a lot of variety you could run nothing but 3-4-5 session adventures as well.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Just agreeing with rapier being an analog to most fencing swords, ignoring that they're now sporting equipment so the rapier stat is probably a gross exageration. I'd say use scimitar stats for sabers. Also agree that 5e is probably not the best ruleset for a "modern" game and there are plenty of d20 systems that will do a better job that D&D5e, especially if modern technology is at play.
Jander Sunstar is the thinking person's Drizzt, fight me.
Fencing swords might be sporting equipment now, but they were originally actual weapons that were designed to kill people and were quite effective at it.
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.