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Turtlemancer
2015-09-22, 01:30 AM
I am looking to begin working on building a unique scenario for 5e or GURPS (If I must).

I want to make a Modern High Fantasy setting, and I would like to bounce some ideas off people to see what can be done.

Some stipulations

- Do not mention Shadowrun unless you are giving me a Mechanical solution from the system you think might be helpful. Shadowrun is an awesome world but 1. This setting is modern not Cyberpunk. 2. Shadowrun is decidedly dark, this world will be High Fantasy, and will lean toward a more "fun" light heated tone.
- This is not secret magic, nor is it even earth, it is a Fantasy world that has developed into a modern era.
- I have a unique lore behind magic already in place, and will likely just use the normal classes and such from the pre-existing system with altered lore.

The Issue of Firearms.
In addition to finding Rules for Modern weapons and armor, I will need to look into keeping Guns balanced with everything else. First off guns rarely make magic of any kind useless though they do make evocation redundant, no magic ever becomes useless in my experience with Science fiction games and if hand held Rail-guns don't make fireballs useless I doubt a modern gun will do the same. The Issue is more with Melee combat and Melee Classes, One could argue that Modern style Fighters and Paladins would just use guns, which while a logical argument, I know many people who just prefer melee, and I would like to keep such combat viable.

My first solution is to introduce something to make guns and missile spells less powerful. My idea is this, a common item in this world, are Talismans (Special Protective Charms) while initially Talismans where used by Warriors to survive in battle with Mages and Archers. However with the Advent of the Firearms Enchanters found that the old charms need only be tweaked slightly to make for sufficient aid against fire arms.

Mechanically a Talisman is a special item that gives extra AC against ranged Attacks. Or should they lesson the damage done by Firearms? How does that sound?

Racial Progress 1st set
In Fantasy setting races tend to differ from humans a lot, while we can easily trace our own progress, how would other Fantasy races progress or deal with technological and Scientific advancement. How does a race progress without it losing its core. Well first things first what is the core of a race, we all likely disagree about this especially in the case of elves. Which I know most people will disagree with me on. But others I think we can mostly agree on. So please bare with me if you disagree with anything I say.

Elves- Lets get this one over with, I see the core of Elves as Nature and Spirituality, SO many people seem to want to separate elves from this and say there core is beauty and elegance which I think is important but not necessary or part of the Elvish core at all. Elves as we see them in fantasy today stem from Tolkens Elves which where Basically a combination of Angels and the Norse Vanir. I would like to get back to that as that's what I like best about Elves. I know that will be a bit controversial with some who would rather Elves to just be the smart "Sexy" race. SO keep that in mind when you make suggestions.

Dwarves- Dwarves are a bit of a Paradox here, Dwarves are by there nature traditional and inventive. So while technology would never be beyond there grasp, they are staunch traditionalists. I could See Dwarves maybe becoming more isolationists, but again they are often depicted as being vary hospitable.

Halfling- Halflings are my favorite race, and I see there core as being vary Good nurtured, Civil, and Peace loving, sometimes they posses wounder-lust and curiosity as well. Often Halflings end up as a slave race which is a rational conclusion but its been done. And I'm pretty sure I would never want it to become like Whites and Black's here in the states, it just too awkward, and I'd feel bad making jokes like using the "Halfling Card" and such. Racism is a touch subject but I do think I'd want to explore that with Halflings a bit though, just maybe in a way that's a bit less charged.

RazDelacroix
2015-09-22, 02:06 AM
From my own personal notes regarding my current ongoing efforts to create past/modern/future-high-fantasy settings, I try to ease my own headache via the following notion.

As industrial magic improves the quality of weapons, so will the demand for protection from such death-inducing-devices inevitably spur innovations in protection against them.

Or to put it another way, it's not that you have to change the base stats to full-plate to make it effective against bullets. You just need to adjust the aesthetic. Urban Arcana posts on the official site has some good example rules you can use for free to help you get a leg-up on your project! The DM's guide already has some sample firearms squirreled away for your convenience though if you simply want to tweak bows/crossbows to suit your needs that should work fine too!

Evocation is FAR from redundant I find even when explosives & firearms are introduced. Sure, there are probably very modern ways to check for magic (security check-points with thaumic readers) and then subsequently tag/grab/suppress any threats (I.D. chips, mage-cuffs, temporary 'peace marks'); but that just helps add flavor to the world!

Also, a proper mage with a fireball can do more damage with some sulfur and guano than your normal guy with a incendiary grenade.

Turtlemancer
2015-09-22, 02:26 AM
Well the simple fact that the Wizard does not need a Grenade to create a Fireball does make a marked difference true. Also imagine technology magic, this already exists in Gurps but for all the freedom that system adds it can be a real pain. I want to add some Tech based spells though where would you suggest I go for that?

Ashtagon
2015-09-22, 02:33 AM
There is actually an old TSR setting called Magitech (http://www.thepiazza.org.uk/shop/doku.php/magitech). It may be worth getting for the setting. However, because the setting uses the Amazing Engine rules set, the mechanical stuff sucks hard.

Briefly, it is set on alt-Earth, and history went pretty much the same as ours, except that magic replaces/supplements technology, right down to having a magical revolution rather than an industrial revolution. "Native" nations are much more in evidence thanks to them having their own magical traditions. WW2 ended when alt-Hitler detonated some magical artifact in his bunker which basically blew up all of Europe. Something also went badly wrong in alt-Japan, releasing Godzilla-like creatures.

In this setting, most body armour is made of aluminium or other non-ferrous metals (iron is inherently anti-magic). Computers make use of crystallised rat brains. Guns are literal magic wands, although newer guns that fire magically charged pellets also exist (for those who lack the inherent talent to activate the old-style wands). Magic carpets are popular, and post-whoops Europe replaces "the dungeon adventure". The humanoid/demi-human races replace certain real-world ethnicities; you may or may not find this aspect of the setting to be a bit racist.

You may also be interested in GURPS Technomancer, which assumes a purely scientific world until the Trinity atomic bomb test, which unleashed magic into the world.

Finally, Dragon #277 included a Greyhawk 2000 article, which updated the Greyhawk campaign setting for modern magi-technological progress.

Turtlemancer
2015-09-22, 03:11 AM
As i said I'm making my own world. I don't need any pre-existing settings just help finding useful mechanics. And suggestions about things I bring up.

The Guns in the DMG seem like what I am looking for though most melee weapons will only do half as much damage in comparison. My Idea is this:

House-rule: "Modern" Armor will subtract (Half) its AC from damage done by guns. (Also converts it to bludgeoning) This simulates that if you are firing a gun you are just trying to hit the target. However in Melee when you get a hit you are actually trying to strike in a way that bypasses the armor, ergo you beat the Ac they take full damage. This also makes Dex a bit more in line with other stats.

On the Subject of Flavor what should I rename the core armor types?

Also Have fun with this.

Dwarf- the Staunchly traditional Dwarves, uncharacteristically took to the new technologies with a passionate vigor, there natural ingenuity lent itself to the field of engineering and Dwarven craftsmanship has in no way faded due to progress in modern science. The most notable change to Dwarves in this setting is that of their great mountain strongholds. Not so vary long ago the expansive Underground Kingdoms of the Dwarves where reshaped by a radical new idea… Socialism, Yes my Friend the Dwarves of this setting are dirty commies, Russian accents and all. Well Mountain Dwarves, Hill Dwarves in this setting are refugees from the great purges that took place as the new Dwarfish Government took systematically took hold of Stronghold after Stronghold. Hill Dwarves while still proud of their Dwarfish Heritage look upon the underground kingdom of their cousins with sorrow, regret, and disgust.

Dragonborn- Much like the Dragonborn of more standard settings, The Dragonborn of my setting are the inheritors of ancient Draconic bloodlines. They are however an uncommon people, native to the eastern continents where Man and Dragon share a more mutually beneficial relationship. In the West Dragonborn are looked upon with suspicion and mistrust, a result of centuries of animosity between the humanoid races and there less than hospitable Draconic Neighbors. Dragonborn are preoccupied with honor, and are deeply devoted to their Familial Bloodline. Dragonborn in my setting are a lot less likely to war against one another based on color, this is in part due to a difference in how my dragons behave, and the fact that Dragonborn actually tend to be a overall more civilized species.

Elf- Unlike the Elves of other settings, my elves have a much greater focus on nature and spirituality, and in part due to this and in part due to being long lived (Though not nearly as long lived as they are in other settings), the Elves are suspicious of new technologies, and have a staunchly conservative view on science and technology, preferring Magic and Spirituality. High Elves are less conservative however, having already adapted to urban life and the comforts of civilization. However, they still seek to maintain their ancient identity and close spiritual and yes religious connection to nature. Wood Elves on the other hand see the strange and increasingly alien world around them and fear for the ancient forests of their homeland. While not actively violent toward outsiders they defend their borders fiercely with ancient magic’s praying to their god for guidance, and hoping beyond hope that they can find a place in this strange new world.

Dark Elf- Dark Elves are not inherently evil in this setting; instead they are the Elvish denizens of the Frigid far North. Having developed eyesight fit to survive the long dark nights, and dark skin to keep warm. While still notably isolationist and Matriarchal Dark Elves worship the same god as other elves, and have no specific hatred for other races.
Halfling- Halflings have a special place in my heart, so know I agonized about their lore a lot. For centuries the Halflings stayed cloistered on their island homeland living in relative peace and prosperity. While there were always those who wandered off into the big wide world with an innate sense of Wanderlust. But sadly this was not to last for the great majority of Halflings, you see a blight came over the land and the ancestral Halfling homeland was stricken with famine. Many Halflings where forced to migrate to the great cities of the mainland in search of greener pastures. Sadly these Lightfoot Halflings found only concrete and steel, but Halflings are nothing if not adaptable, and while many had to turn to crime the Lightfoot Halflings have earned their place in the great concreate jungles of man, still there are those who stood firm and outlasted the great famine these Stout Halflings hope to restore their homeland to its former prosperity, and perhaps provide there wayward cousins a happy place to which to return.

Half-Elf- While somewhat less common now, there was a time when Human Elf parings where quite common, Humans found elves beautiful and captivating, Elves saw Humans as charming and where safe in the knowledge they would not have to devote their entire lives to a single mate. Due to this Half-Elves quickly went from an uncommon if oft welcome oddity to well an entire race with their own culture and everything. Despite the common misconception Half-Elves only gain the best of both races, Half-Elves inherit the arrogant demeanor of their Elvan ancestors while lacking most of their tact and wisdom. They also tend toward a human view of nature and spirituality making them as frivolous wasteful and irreverent as they come. They are in a sense nothing more than a race of sarcastic hipsters. Who despite being generally welcomed by both races with open arms, see themselves as misunderstood outsiders, and everyone else as backward old fashioned stupid and ugly, no wander they are fading from existence.

Half-Orc- Tis a sad day when the most orc an orc can be is half an orc, or maybe that’s just orcs… Like there Half-Elvan cousins (Yes Orcs and Elves are still related) Half-Orcs have become a race onto themselves, however unlike Half-Elves they have outlived their parent race. The savage and admittedly stupid orcs are all but extinct, the only remnants of their savage existence are ancient Elvan Tapestries long abandoned idles and there relatively less barbaric half-breed offspring. Some Scholars would argue this was the best fate that could have befallen the bestial people, they bred into better stock and a made a superior became better for it. That is not how more conservative Half-Orc’s see it though. The way they tell it the end of the Orcish people as they were was a great tragedy and the world is worse off for it. While many would argue, a good number of whom are Half-Orcs, they argue the Orcs acted as a sort of balancing force that allowed civilization and nature to remain in balance. Of Course Elves are quick to point out how orcs would needlessly burn down forests just to get at a single pheasant. Most Half-Orcs look at their heritage as a mixed bag, while proud of their warrior blood they see the atrocities there people once committed with distain and regret and hope to make new place for themselves in this rapidly changing world.

Submortimer
2015-09-22, 09:28 AM
As i said I'm making my own world. I don't need any pre-existing settings just help finding useful mechanics. And suggestions about things I bring up.

If this is the case, why do you need help? What kind of mechanics do you need for a game where the only real difference is flavor?

The game you want is high magic. Everyone has access to some level of magic, much more than someone of the "current" age of the standard D&D setting.

Maybe guns exist: Or maybe crossbows that generate their own ammo and c ock and load themselves are the standard.

Maybe bulletproof vests exist: Or maybe every member of a police dept has a ring of stoneskin.

Read through the Ebberon setting to get some more ideas. The only thing you need to change for this to work is flavor and Fluff, the mechanics already work fine.

RazDelacroix
2015-09-22, 02:35 PM
For modern magic spells and class choices, check out this Urban Arcana (http://dnd.wizards.com/articles/features/modern-magic) article. Such fun includes; summon limo, technomancers, city domains, warlock pact with the spirit of the internet, bullet magic, and even perfect phone service!

eleazzaar
2015-09-22, 03:55 PM
The Issue of Firearms.
In addition to finding Rules for Modern weapons and armor, I will need to look into keeping Guns balanced with everything else. First off guns rarely make magic of any kind useless though they do make evocation redundant, no magic ever becomes useless in my experience with Science fiction games and if hand held Rail-guns don't make fireballs useless I doubt a modern gun will do the same. The Issue is more with Melee combat and Melee Classes, One could argue that Modern style Fighters and Paladins would just use guns, which while a logical argument, I know many people who just prefer melee, and I would like to keep such combat viable.

My first solution is to introduce something to make guns and missile spells less powerful. My idea is this, a common item in this world, are Talismans (Special Protective Charms) while initially Talismans where used by Warriors to survive in battle with Mages and Archers. However with the Advent of the Firearms Enchanters found that the old charms need only be tweaked slightly to make for sufficient aid against fire arms.

Mechanically a Talisman is a special item that gives extra AC against ranged Attacks. Or should they lesson the damage done by Firearms? How does that sound?

What are you trying to do?


Make Melee valid vs Guns or
Make Melee AND Bows and Crossbows valid vs Guns?


If it is the first, simply base guns off the mechanics of guns and crossbows. It's not realistic, but it wasn't realistic to start with.