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D&D 5e Modern Anybody?

With Unearthed Arcana releasing a bunch of D20 modern-based content and my current 5e group breaking up, I have been itching to play a D20 Modern-style game using the 5e Modern rules(Including Modern Magic) presented by Unearthed Arcana and Behind the Screen, as well as what exists in the DMG. The issue? Nobody's currently running a D20 Modern-based 5e game to join. So instead of waiting, I've put up this interest check to see if anybody wants a Modern 5e game as much as I do? However, there is one issue.I've never DMed 5e before...ever. Thus, I'd ideally want to be a player, not a DM, and would primarily be looking for somebody interested in DMing a modern 5e game. However, if nobody wants to/has the time, I have a lot of ideas for a modern 5e game so  I could potentially DM myself....but since I have 0 experience DMing 5e, I'm not sure how -good- I would be in that role. Yet, if enough people want a Modern game AND are ok with a total newb of a DM, I'd be willing to run the game myself, just expect quite a few mistakes and other things you'd expect from a totally new DM. So, would anybody be interested in DMing and/or playing in a D&D 5e Modern game?
<a href="https://app.roll20.net/forum/post/2400923/dds-a-fl" rel="nofollow">https://app.roll20.net/forum/post/2400923/dds-a-fl</a>... I could easily adapt the game to what you'd like. But as you mentioned, most people are interested in medieval or futuristic settings. I'm up for DMing, but I don't know anyone who would be up for playing in it.
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Thanks for the offer, but I am specifically looking fit a 5e modern game. I have a VERY, VERY, VERY big dislike of FATE style RPGs as I like having individual spells/abilites that do unique things rather than the same one-three basic attacks that can be re-fluffed as desired. While this may be assuming, your system seems like it may be very FATE-esc, which would be a MASSIVE turn-off for me. I like characters to be unique both in terms of rp AND mechanics, and in a FATE-esc system all the characters in any given group are pretty much identical mechanically, which is for me a BIG, BIG turn off; a spell should work differently than a gun, which should itself work differently than a sword swing etc.. So thanks again, but I am specifically looking for a 5e modern game, not a rules-lite Homebrew system. Sorry about being so picky.
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My system isn't like any one game or rule set. It can adapt to or totally become one or more things, but it is based on what the players like. If you want a very hard and complex combat and spell system, I can do that. But newer players can enjoy a very simplistic combat and spell system. If you're worried about a custom rule set being tricky to get or just worried about new rules in general, don't. Regular DMGs will run in the hundreds of pages. Mine is only sixty-five pages long. There aren't many rules and most of it is open-ended, so as to let players be more creative. So if you are interested I can give examples or excerpts if it'll help change your mind. Edit: I want to make sure you looked at something: <a href="https://app.roll20.net/forum/post/2398770/do-not-p" rel="nofollow">https://app.roll20.net/forum/post/2398770/do-not-p</a>... And the main thing about DDS: Players are players, and focus entirely on their character. It's very hard for experienced players to generate a character anything like another experienced player.
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Let me put it this way, if your system does not have individual, named spells that I can learn and which do things that are mechanically different from other spells and abilities, I have 0 interest in playing. That should give you an idea about my preferences. I do not want a spell to use the same exact rules/mechanics as a gun, just with a flashier coat of paint, as-per fate and similar systems.
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Sequencer (normally allows multiple spells to be cast simultaneously) + Fireball + Magic Missile Results in 1-5 miniature fireballs that deal the combined damage of the original fireball. If your regular Fireball did 5d6, each missile would deal 1d6 if you had five missiles. I'm also looking into a spellcasting system that features "drawing", much like in Drakan and Arx Fatalis (Arx Libertatis is a newer version to fit newer systems) to allow players to cast more complex spells and to implement a better balance of memory and dexterity. Again, I reward player creativity and have told players to focus entirely on themselves. The more creative and cunning you are, the better you'll be. But I gotta head off to school for a while. I'll be back within 2-3 hours.
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Ehhh, I want control/non-damage spells and summons.. If your spells are all blasts than I have 0 interest. As long as you have individual, named spells that can do non-damage related things I may give this thing consideration.
Came back to fix a spelling error. There are sixteen known schools of magic: chaos, cold, conjuration, defensive, demonic , detection, divination, enchantment, fire, illusion , lightning, necromancy , restoration, summoning , telekinetic, and transmutation. I'll say it one last time. DDS is very open-ended. It's meant for player creativity. You should worry less and wonder more.
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Thanks, &nbsp;but again...I'm going to have to decline. The very words "open-ended" scare me because I hate anything even remotely similar to FATE. I need INDIVIDUAL NAMED SPELLS that I can learn and thats final. No "X basic attack(s) you can fluff as &nbsp;whatever you want, spells included" or "construct your own abilities from the same list of parts everybody can choose from, based on some kind of point total" kind of system. I want individual, DnD style, named spells/techniques I can learn that other characters(such as say a fighter) can't learn, and I want those same other characters to have stuff that I, likewise, can't learn myself.(In other words, I LIKE the idea of classes, and don't like systems that don't have classes or clear character archtypes that limit what you can and can't learn.) If I cannot have that, then I apologize, but I have 0 intrest in the system. I'm sorry to be harsh, I just really have a very strong dislike for "generic" systems alla FATE that don't give you individual, named spells/techniques you can learn that are unique to your character archtype. I don't like everybody else at the table using the same exact mechanics for their guns, martial arts etc.. that I'm using for my necromanctic magics. Thats a massive sticking point for me, and I will admit that when I made a thread clearly stating a desire for a fifth edition game, having somebody advertise their homebrew system &nbsp;has left me kinda upset, since it's off topic and has killed any hope I had of this thread actually getting a group for...you know...an actual fifth edition game. So, I apologize if I seem rude or upset, I don't mean to...but I know what I want to play, and it is not some homebrew system I never heard of that likely looks like a system I really don't like.(FATE) &nbsp;Again, I'm sure your system is fun for some kinds of gamers...a lot of people like generic and rules lite systems...and more power to them. There is nothing wrong with rules lite and generic systems and I have no doupt there are plenty of gamers who'd love the homebrew system you've created and all the passion you poured into it....I'm just not one of them. So I apologize for being so forward, and it's nothing against you or your system...I'm just upset that this thread has been derailed so much. So I apologize again, and &nbsp;thank you for your offer. I wish you the best of luck at finding the kind of gamers who'd enjoy your system...I'm just not one of those gamers myself.
Then I retract my offer as you aren't understanding it.
Do you know DnD rules?
Yes I do Chris. I've been in two 5e groups both of which dissolved because the DM could not commit, and played 3.5e and pathfinder irl and in forums for roughly 10 years.
if your willing to teach a new player i might try it i like older dnd better though