Showing posts with label urban arcana. Show all posts
Showing posts with label urban arcana. Show all posts

Monday, September 12, 2011

Things you can do with d20 Modification

The d20 Modification project, which was originally designed as making the d20 Modern system compatible with Pathfinder, can be used for a lot of interesting things. Like the old Modern system, it still tends to favor the high-intensity action hero sort of game. Unlike the previous system, low-level combat is even more deadly, thanks to firearm overhauls - all guns have a minimum damage modifier, meaning instead of a handgun dealing 2-12 damage, it deals more like 4-14. At low level, that makes a huge difference.

Part of it is because, especially with massive guns like the Barret Light Fifty, the reality is anyone even in the vincinity of one of those rounds tends to turn into a fine mist. But according to the book, those guns 'only' deal 2d12 damage. That means one of the most powerful firearms in existence *only* deals 2-24 damage. At least this way the minimum is brought up some, and it gives more power to people using them. On the other hand, they also tend to come with accuracy modifiers, balancing that out.

With the introduction of the updated magic system, things are slowly falling into place allowing for a variety of interesting genre mixes. One of those mixes I've always had in mind was a Star Ocean-esque setting, where futuristic characters are learning to use magic - something that always fascinated me. But it occurs to me that there are other genre-types one can emulate with a system this versatile. For one thing, it is one step closer to being able to emulate something you can see in the Marvel Universe, where science and magic tend to exist side by side (but don't seem to play well together, usually, and occasionally blurs the line between the two). Or you could even attempt something in the vein of Disgaea - all kinds of craziness can occur there.

Urban Arcana could be re-envisioned - or even Urban Arcana Evolved (which is sort of like the future version of that). Sliders is another possibility, where characters may not always be existing in the same world from one game to another - which could make character choices even more interesting.

All of these things would require little-to-no modification of the system, really, and that was my main goal from the very start. When I was running a future campaign of mine many years ago, I thought it would be fun to pit the group up against some wizards, just to see how they would fare. Needless to say, the results were rather interesting, and the group perservered - of course, they also had far greater weapons than most fantasy characters often wind up with. But on the other hand, fantasy characters tend to get more awesome class abilities, so there is a balance there as well.

Overall, I'm rather pleased with the possibilities this system can offer, and hopefully I'll be able to get the rest of the magic system laid into stone. I don't think I'll be touching on the psionics or other FX abilities... but then again, maybe I might just at some point.

I wouldn't really bet on it though.

Friday, September 2, 2011

Prepping for the weekend - and other things

Tonight I spent a couple of hours going through and setting the framework for Pathfinderizing (god that word is getting cumbersome already) spellcasting in d20 Modern. Essentially, it works like this: There is a pool of Universal Talents that any class which gains talents (re: base classes) can take. Additionally, they all come with a prereq requiring either the Divine Heritage or Magical Heritage feats found in Urban Arcana. There's an interesting option there for people who decide to use *both* - though they are likely to have a hard time of it, considering only Humans can opt to take both feats at first level, and they won't get the feat that makes the magic-based skills a class skill. Though, considering the nature of how Pathfinder handles its skills, I doubt this will be too great a drawback for the time being.

First draft of all the talent trees went up tonight - there's four trees in total, one for trained magic (wizards/clerics), one for natural magic (sorceror/favored soul), one for 'theurges' (people who can cast both), and then one tree dedicated to advancing spells. One in particular is likely to become a requirement for Advanced Classes, though I am reconsidering this partly due to the fact that I also want to make it possible for Pathfinder character capable of utilizing these Advanced classes as well - a level or two won't hurt their spellcasting potential, and could offer some interesting alternative benefits.

Thank god that multi-classing into similar spellcasting classes doesn't stack... otherwise we would have one whole hot mess on our hands there. Traditional classes are still far more powerful than their modern variants, but the modern ones will have access to abilities that the traditional classes don't - such as the option to increase spell damage or spell accuracy. There's enough customization that can go into it that you can wind up with some very interesting low-powered casters. Though gaining access to higher-level spells is a real pain for Modern characters - they have to already give up their traditional Talents in order to cast them, so if they want to be able to cast higher level abilities, you're looking at giving up not only every class-based talent, but also sacrificing any other Universal talents. On the bright side, however, characters can take any base class they want and level that, and still take those universal talents, so there is some benefit to that at least - for one thing, they'll be a hell of a lot tougher than their traditional friends. And that's just dealing with the base classes - I haven't even started working on the Advanced Classes (and after that, Prestige Classes).

But enough about game design, I wanted to talk about how I'd like to spend my weekend!

I get the feeling I'm going to be in a bit of a movie mood this weekend, but what should I watch? That is the ever-damning question that is posed to myself. Do I hit myself up again with a Back To The Future marathon again? Or should I just watch all the good Die Hard movies (y'know, every one EXCEPT 2). Maybe I ought to bust out some anime, and do another marathon along those lines of something I've not watched in some time?

I have a lot of options, but I have no clue what I'll go with. Any suggestions are welcome.*

And of course at this point I am suddenly reminded that I have yet to catch up on the new Thundercats. I should rectify this in due course.

Tomorrow night should see another update - though if I do make one, it will likely be short due to work schedule making me go in saturday morning. Upside of this? I have sunday off, so that's quite a bit of time away from my job that I get to myself. Until next time!

*Any suggestion NOT involving MLP:FIM, plzkthx. I'm sick of that already, I'll either watch it or I won't, constantly asking me to watch it will likely have the opposite desired effect. Stop asking!

Wednesday, August 31, 2011

Urban Pathfindera - Or How I Came To Stop Worrying And Love Converting Systems

An ambitious project I started quite some time ago was the Pathfinderization of the d20 Modern system. Unlike wanting to create an entirely new system (which I thought was wholly unnecessary), my goal was to simply provide an extensive errata for the entire system, and adding a couple other neat little touches I thought were worth adding in.

For reasons of wanting to avoid being slapped by copyright lawyers, I decided that I would only provide the text that needed to be updated - everything else was as the books had stated. I went through, I overhauled *everything*. Made every character class Pathfinder-compatible, balanced unbalanced classes, removed Action Points and instead made abilities a X Times Per Day/Encounter ability, so on and so forth. I went through and did an extensive re-writing of the armor and firearms systems - armor provides DR in addition to extra AC - at the expense of Dexterity bonuses, of course - and made guns more potent by giving them base modifiers to accuracy and damage based on the type of gun being used - and in doing so prepping them to be freely modified much like one could modify regular weapons via magic or (additional) mastercrafting.

d20 Modern, Future, Future Tech, Cyberscape, and even Apocalypse were looked at, reconsidered, and overhauled. I went page by page through the Weapons Locker, assigning new attributes to each and every single gun in there, without repasting the entire book on the internet - all you'll find are the changes made to each weapon. Yet there was one sole book that escaped my purview (aside from Past... who needs to change anything in that when you have Pathfinder now?).

That book was Urban Arcana.

I loved the idea behind Urban Arcana. It was a great idea. What wasn't great, however, was that the design philosophy behind the entire thing was critically flawed from my own idea of how this system should work - essentially, in order to cast a Magic Missile, one needed to take three levels of a basic class, and then gain levels in one of the extremely-limited magic-based classes.

So basically, 4th level character, but only a 1st level caster. Magic Missile? My basic handgun deals more damage at first level, don't make me laugh! At the upper echelon, the maximum level spell castable by modern characters is a 5th level spell. While dangerous to a party with limited magical abilities, this stark contrast is insane when compared to any fantasy-based caster, who has access to far greater abilities by that time. By 13th level, a Wizard or Sorceror is slinging around 7th level spells. Even with guns, how the hell is a modern character ever going to possibly compete should these two worlds combine?

That there's the rub, and tonight, I think I'll take the first steps to answering that question. Bear with me, this might take a little while.

The difference between Mages and Hedge Wizards

Or something to that effect, I suppose. Mages are what we typically associate normal spellcasters with - they are pretty awesome dudes who didn't afraid of anything and shoot fireballs out of their nostrils all night long while banging their totally hot summoned succubi. Hedge Wizards, or what is the equivalent of the Urban Arcana spellcasters, are modern characters who somehow gain access to spells.

In the context of the game system it was designed for, this makes perfect sense - after all, the CR of most creatures skyrockets because the party is not intended to have any magical abilities whatsoever. This makes your typical monster far more dangerous, since overcoming most common defenses (DR X/Magic or Cold Iron, or even Good, for example) becomes an insurmountable task. Weapons are capped at dealing at best 2d8 (or 2d12 if you're particularly saucy and using some badass AMR), and you have very limited protections against most common damage types, such as fire, cold, and electricity. It's a much higher stakes game, where attempting to defeat something that powerful is pretty much impossible without magic.

At 20th level, the best you can hope to ever use are 5th level spells. Since damaging abilities from other classes are capped due to a lack of magical weapons to help compensate, the Urban Arcana casters are restricted access to higher-level spells, as it would make things far too unbalanced in their favor. On the other hand, though, they pale in comparison to the 'real' casters - which the 'fluff' of the setting explains has long-since been lost to the ages for whatever reason you might want to imagine.

With that having been said, here's the main big point: The only 'advantage' that a Modern caster has over a Fantasy caster is that the Modern one is allowed the use of firearms, and has a different set of skills. Additionally, these characters are granted Talents which better round out their initial abilities by granting them something special early on.

Put a Strong or Tough hero beside a Fighter, and you'll note they are fairly balanced. But put an Urban Arcana caster beside a Wizard or Sorceror, however, and you've got what can only be described as a nightmare - the Wizard or Sorceror will likely win every time, considering they have access to far more powerful spells.

Now, I'm not opposed to this being the case. What I am opposed to, however, is the manner in which this was all presented. In order to start learning anything besides a 0th level spell as a Modern character, you must first take three levels of whatever. This rubs me the wrong way, and while I can understand *why* they did it in the context of the system (which works off of six core classes that eventually specialize elsewhere), the problem lies in that very same design - every class has to move into an "Advanced" class. It is literally impossible to play a first-level character who has access to something more powerful than Ray of Frost - and that's kind of lame, in a way. So how do we solve this issue without unbalancing the scales yet again?

Solving the riddle

I like to think the best solution lies in one of two places. One, you play a character utilizing one of the Fantasy classes - not an ideal solution, of course, but it should still be acceptable in certain circles that even the oldest of old school mages could be technophobes (and unlike other modern characters, not allowed the benefits of Occupations and the like). The second option lies right in the core of the system itself - a feat available only at character creation, which allows the player the ability to cast 0th level spells.

See, I liked the idea of that, because it was a way to cast spells as a Modern character. The problem, however, is that it never scaled in any way at all - what if you decided that you didn't want to advance into the casting advanced classes? Worse yet, what if you realized that you couldn't meet the prereqs required to move into those classes? Wild magic should be allowed to bear fruit at some point, shouldn't it?

4E has taught me many things, and one thing I enjoy about it is their take on multi-classing. Particularly, the ability to take something from another class as you desire. The problem I see between the Modern casters and the Fantasy ones is that the Modern characters don't get enough of a leg up on the Fantasy boys - they're always going to be left in the dust, being nothing more than pathetic posers wishing that they could be cool enough to cast the real magics.

What if we just let them? The solution I came up with some time ago was that you could make a feat available only at character creation that turns any of the core Modern classes into a spellcasting one - by using what I called a Universal Talent, you gained access to a *very* limited spell progression chart, and chose a source of magic - Arcane or Divine. Sounds familiar, right?

Additionally, the character could choose a source of study as well - Natural or Practiced. Natural casters gained spells like Sorcerors or Favored Souls would. Practiced were your Wizards and Clerics. The kicker? These characters could never see spells above second level without proper training. Perfect for someone who plans on eventually advancing into the Advanced classes... and for someone who just wants a bit of flavor? Equally useful as well, without breaking things too much.

The problem with solutions

Of course, this brings about some issues of its own. If left unchecked, eventually the Modern casters would overshadow the Fantasy ones. And for that very reason, they are capped on the maximum spell they are allowed to cast. The Advanced Class grants them access to fifth level spells, and a Prestige Class would allow them access to 7th. But this comes with its own problem as well, which brings me to the point of this entire thing:

In order to create such a solution, one must tear out everything that exists with the currently-existing magic classes in Urban Arcana, in order to make them work well with Pathfinder. Not only do you have to change how their spell progression works, you also have to strip the currently-existing level-based abilities, and make them something more than just "bonus feat, divine spells" every single level.

As it stands right now, a 5th level wizard can cast a 5d6 fireball. A 5th level Modern hero can cast a 2d6 Shocking Grasp. I'm okay with not allowing them access to the higher level spells... but can't we at least let them treat their core class as part of their effective caster level? 5d6 Shocking grasp is good, but pales in comparison to the Fireball (as it can only affect a single target).

The other thing I would love to see with making Urban Arcana Pathfinder ready is the addition of brand new abilities. The book had great ideas with some of their spells, such as powering electronic devices or making vehicles move, or even casting magic through the internet. What if the Modern caster, unlike the Wizards of yore, could swap out their spells on the go? Pull out your PDA, and suddenly you've got the incantations for a spell you didn't prepare for the day - something a Wizard might find difficult, being that they still work on the old Vancian system.

I believe that selectable Talents is the way to go here - and allowing for additional caster-based benefits to allow the Modern caster to become far more versatile is one way to allow them to compete with the old masters without tipping the scales too far in one direction or the other.

Urban Arcana had great ideas. It's just a shame they were executed so terribly.


With all of this said and done, I've spent over an hour typing this thing. It's almost a freaking essay at this point. Maybe later this week, I'll start setting aside time to begin working once again on the framework of this project - unlike the previous stages, I only had to update things. With this, I will be creating brand new content, because quite frankly I never really did like what they did with casting magic in Modern. Universal Talents, probably updating the original Advanced Classes, and then adding in 5-level Prestige classes will be a great step in the right direction, I think.

It'll be a heck of a project... but I *did* do a complete firearms overhaul, so I think this will be about as ambitious as Pathfinderizing Modern in the first place.