D20 Modern Omega World Conversion

Post/Author/DateTimePost
#1

zombiegleemax

Jul 06, 2003 19:51:33
Hey all,

I feel that the following changes to the Omega World D20 setting make the game better:

- Eliminate the Explorer class. It was clunky any way, and D20 Modern's Hero Classes make it obselete.
- Eliminate the technology skills and instead use Craft (Mechanical), Craft (Electronics), Craft (Pharmaceutical) and Repair. Personally I think that making the tech skills exclusive to pure strain humans was a hold over from earlier editions when the humans need an area to excel in so that they would not be outshown. I think things are more balanced now (particularly with the ECL differences), but for those of you who want to maintain the humans dominance in this area might consider either making these skills always class skills for humans and/or giving them an inherent bonus. When you consider that most mutants have a -2 to -4 to Int I don't think you need to be concerned about them outshinning humans in this area.
- Make the Telepath and Battlemind Advanced classes available to mutants only.

In addition, I felt that the +2 ECL for the clickies, haries and scalies was not justified given their ability adjustments. So I add an additional +2 Str to their stat adjustments (which brings the scalies to +4). Lastly I also eliminated the Psychic Attack skill and instead replaced the psionic attacks that use it like so:
- Replace Brain Bite with Brian Lock
- Replace Cryogenesis with Inflict Pain
- Replace Energy Drain w/ Suggestion
- Replace Sonic Blast with White Fire
All of the above can be used no more than 3 times per day- with a feat investment adding +1 use per day.
#2

zombiegleemax

Jul 12, 2003 9:52:34
Here are some other changes:
- Substitute Relic Weapon Proficiency groups for any Weapon Proficiency feats available on the various Bonus Feat lists.
- All the soilder Advanced class to be available to anyone, but change the required feat from Personal Weapon Proficiency to Relic Proficiency Ranged.

Also, you can use a feat to improve mental attack mutations in one of two ways:
1. Allow one additional use per day
2. Increase the DC of the feat to resist it by 2

We played last night and despite my efforts to soup up the mutants, the character who was the most powerful was still the Pure Strain Human with the Mark VII Laser Rifle.
#3

zombiegleemax

Sep 23, 2003 21:17:48
I definitely like these changes:

"In addition, I felt that the +2 ECL for the clickies, haries and scalies was not justified given their ability adjustments. So I add an additional +2 Str to their stat adjustments (which brings the scalies to +4). Lastly I also eliminated the Psychic Attack skill and instead replaced the psionic attacks that use it like so:
- Replace Brain Bite with Brian Lock
- Replace Cryogenesis with Inflict Pain
- Replace Energy Drain w/ Suggestion
- Replace Sonic Blast with White Fire
All of the above can be used no more than 3 times per day- with a feat investment adding +1 use per day."

I also feel the bonuses for the clickies, scalies and hairies are too low and am adding a base total of +4 to certain stats for each race that I create, not dependant on classification (scalie, hairy, clickie). In example: a hairy race that's based genetically on the weasel family would get a +4 to dex., while the genetic descendents of bears would get a +4 to strength. An aligator or monitor lizard-based scalie would get a +4 str. bonus and one related to chameleons would get a +2 to dex. and a +2 to int. (and guess what kind of mutation power they would get). I'm also customizing other traits of each race (size, speed, mutations...) while trying to find a balance between all races given.
I'm still thinking about your other suggestions, and have been mulling over other changes I want to add. (Nothing worth mentioning, yet.)