HornedTurtle

5E Modern

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So I'm thinking about trying to use the 5e rules for a more modern/no magic setting, that will eventually have some magic/alien tech elements.  I'm just wondering how to prune back the classes and stuff to a no magic setting.  Fighters and Rogues should work for the most part.  Might needs something for people who want to play an intelligent character with lots of skills.  the skill list would also need updated to include things like computer use, or would computers and cell phones be tools?  Definitely need to include the modern weaponry, although maybe not have everyone be automatically proficient.  I know one of the play test supplements had things for modern clerics and warlocks.

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The WOTC site has a few 5E modern files in the articles section.

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Those are very cool.  Thanks.

 

ADD got the better of me, and I decided that is was too much trouble to download each file individually.  Have to do that some day, though.  Be nice to have a complied download in the root directory, but that is me being lazy / ADD, I admit.

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Finally downloaded and sorted this all (if you want a cleaned up copy in Word, just PM me with an email address).

 

What he did with the Advanced Classes is genius.  I was trying to convert it to a new class for multi-classing, but actually throwing it into the core class is excellent - pick an advanced class at 3rd level (no restrictions) and then the advanced class adds to your normal level progression.  Very elegant solution.

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I like the way the advanced classes were handles as well!  If I was running it though I'm not sure how multi-classing would work.

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Simple - no multi-classing :)  That will be my rule. 

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So I've run 2 sessions using these modern rules and they seem to work alright, although the characters are only level 1-2 at the moment.  First level seems to be just as swingy as normal, especially with pistols doing as much damage as a great sword.  We will have to see how higher levels balance.

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