Well, there is a simple answer to this. D&D 3rd edition has many incarnations. We have 3.0, 3.5, Pathfinder, various other third party products and d20 modern. Some variants have only minor differences while others feel very different. But every incarnation usually change the basic classes to change the feeling of the system. From the top of my head I can't remember a variant, which changed the rules of the charge attack, and I can't even think of a good reason why I would want to change the charge mechanic. Don't fix what isn't broken I guess.
D20 modern is obviously not your standard D&D incarnation, mostly because the focus of the game is action movies not fantasy. They changed most of the feats, introduced a different skill list, and of cause a different set of basic classes. My problem is that I simply don't like the d20 modern basic classes.
I do like the idea that every class is linked to an attribute. I like the idea that every level has a feature and all classes share the same clear structure. But I simply don't like the whole package. It feels unnatural for me and I have a hard time to figure out the class combination of the action heroes I already know from cinema. I have actually never managed to build a d20 modern character which I really wanted to play… except for the Red Star campaign setting, but this setting introduced – you guessed it – new basic classes.
I built 3 new basic classes with 20 levels out of the 6 10 levels basic classes by combing two attributes. So it is a mash up of the old classes with some minor changes. Since that is exactly what 3.5 did with the 3.0 classes and what Pathfinder did with the 3.5 classes, I think that I am in good company here.
The BAB progression may seem strange for every one who isn't familiar with d20 Spellslingers from Fantasy Flight Games. The essential idea is that the changed BAB progressions feel different on the lower levels, and it works ideal if you only have 3 basic classes with 3 different BAB progressions.
This article introduces the Warrior, which is a combination of the strong and the tough hero. The other two classes the Adventurer and the Mind follow later in two different articles. In the party the Warrior basically has the role of the Big Guy, if you are familiar with the TV tropes slang. I think that this class is pretty self explanatory, because it has the most straight forward combination of attributes, strength and constitution. Also it was the easiest one to design.
Hit Die: 1d10
Action Points: Warriors gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Warrior’s class skills (and the key ability for each skill) are:
Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Ride (Dex), Speak Language (none), Spot (Wis), Survival (Wis), and Swim (Str).
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (3 + Int modifier)x4.
Skill Points at Each Additional Level: 3 + Int modifier.
Starting Feats: In addition to the two feats all characters get at 1st level, a Warrior begins play with the Simple Weapons Proficiency feat.
Bonus Feats: At 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, the Warrior gains a bonus feat. The Warrior must meet any prerequisites.
Talents: At 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level, the Warrior selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Extreme Effort Talent Tree
A Warrior can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).
Prerequisites: Extreme effort, improved extreme effort.
Ignore Hardness Talent Tree
The Warrior has an innate talent for finding weaknesses in objects. This allows a Warrior to ignore some of an object’s hardness when making a melee attack to break it.
Ignore Hardness: The Warrior ignores 2 points of an object’s hardness.
Improved Ignore Hardness: The Warrior ignores 2 additional points of an object’s hardness (for a total of 4).
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The Warrior ignores 2 additional points of an object’s hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.
Melee Smash Talent Tree
The Warrior has an innate talent that increases melee damage.
Melee Smash: The Warrior receives a +1 bonus on melee damage.
Improved Melee Smash: The Warrior receives an additional +1 bonus on melee damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash: The Warrior receives an additional +1 bonus on melee damage (+3 total).
Prerequisites: Melee smash, improved melee smash.
Damage Reduction Talent Tree
The Warrior has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
Damage Reduction 1/—: The Warrior ignores 1 point of damage from melee and ranged weapons.
Prerequisites: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 2/—: The Warrior ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).
Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 3/—: The Warrior ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Energy Resistance Talent Tree
The Warrior is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
Acid Resistance: The Warrior ignores an amount of acid damage equal to his or her Constitution modifier.
Cold Resistance: The Warrior ignores an amount of cold damage equal to his or her Constitution modifier.
Electricity Resistance: The Warrior ignores an amount of electricity damage equal to his or her Constitution modifier.
Fire Resistance: The Warrior ignores an amount of fire damage equal to his or her Constitution modifier.
Sonic/Concussion Resistance: The Warrior ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
Unbreakable Talent Tree
The Warrior is particularly resilient thanks to the following talents.
Remain Conscious: The Warrior gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Warrior’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
Robust: The Warrior becomes especially robust, gaining a number of hit points equal to his basic fortitude save as soon as he or she selects this talent. Thereafter, every time the character's basic fortitude save rises his hit points rise by the same amount.
Second Wind: The Warrior can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Warrior’s hit points beyond the character’s full normal total.
Stamina: The Warrior recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
D20 modern and all associated names are Intelectual Property of Wizards of the Coast and protected by Copyright. These items have been used unofficially and quoted exclusively as reference with no infringement on any associated rights intended and without implying endorsement by the copyright holder. Other contents of this articles are published under the following license: Open Gaming License.
D20 modern und alle verbundenen Namen sind Geistiges Eigentum von Wizards of the Coast und urheberrechtlich geschützt. Diese Elemente wurden inoffiziell und ausschließlich als Referenz zitiert ohne die Absicht damit verbundene Rechte anzufechten und ohne eine Billigung durch den Rechteinhaber zu implizieren. Andere Inhalte dieses Artikels werden unter folgender Lizenz veröffentlicht: Open Gaming License.