I’ve been pondering how DnD 4e could work in settings like steampunk, westerns, modern, or sci-fi. I tend to find those genres more interesting and have rather been liking our current pirate themed campaign.
I think a lot is doable with a few small addition, some hybrid classes, and a lot of changing flavor.
First off, most of these settings have guns. To get them right, particularly as you get to modern and sci-fi, it probably makes sense to have them usable as both ranged weapons and implements. However, I’d still probably want to keep the damage comparable to other weapons.
Second, giving defenders ranged options is tricky. Sword mages have it, but the rest, even when hybrids, take a bit more thinking. Melee characters are fine in more modern settings, but I think ranged options do make sense. Part of the solution might be more powers that use ranged basics. For flavor purpose, I’d call ranged marking “covering fire.”
Third, in part to allow for mixed ranged and melee combat, some modern settings involve being less tied to a particular weapon. Going all out with a light sabre is fine in space opera, but with modern and sci-fi it probably makes sense to use the variant rules where you get extra hit and damage bonuses when leveling rather than from equipment.
Anyways, something to think about, if anyone has any ideas they want to share or critiques, please let me know.
Random thing that may or may not be to your taste: I know an idea I bounced around for a bit, and which other friends I know took and developed quite a bit more for their own use, was a modern game with a Persona theme. You simply used the basic classes and for the most part, your powers and class features were a function of the Persona you were using.
If you're fighting monsters instead of primarily other people, I think the MODERN = GUNS AKIMBO thing is a little less necessary; you can run in and swing your short sword at whatever all day if it's a shambling monstrosity with six legs and a face that's nothing but a set of giant Angelina Jolie lips.
Plus if you want to have someone like Jin from P3 (who used grenades), you can adapt alchemic items from stuff like Adventurer's Vault and either up the damage or tweak the effects.
You know, now that I think about it, there's another advantage here: in the current 4e game I was in, I started as a sorcerer but switched characters midway through (because with two other meleers, as a Dragonsorc all my powers were useless since they were constantly in the way). But if you have a character switch a Persona, they can effectively try a new class or build with a relatively plausible in-game explanation.
Posted by: twitter.com/laevantine | October 08, 2009 at 09:53 AM
Hey Todd. I somehow completely missed this, much to my chagrin. Kate mentioned it to me and then I rushed down to reply. I'm doing some cooking today so probably won't get back to it until the evening. As a real Persona lover it I think this bares considering.
Posted by: Greg Sanders | October 17, 2009 at 12:02 PM