So, my friends and I want to get another game going, seeing its been a few months since our last game. It was an okay game, and I had no problem picking it up again; but my players want a more futuristic thing; space, ships, cybernetics, etc, mixed in the nomal D&D style of play. Now I know there are already games out there that support such things, but I find it easier at the time to just have a futuristic, yet normal D&D world.
*Mind you, its not like anyone will actually read/comment this. This is more for my own mind and keeping everything together*
So, I plan on keeping the normal races that run around the D&D world, and seeing most my players, which have been in my games for the last three years, are veteran enough to play more challanging races, will most likely choose PHB races. So I dont think I will have to worry much about that. I figure the rest of the races, both playable and not, will have ventured into space too during all this, so I may not create any new races, just alter them. My idea for Elves is to keep them natural of the D&D world. Seeing they already frown on necromatic uses, maybe have them frown on cybernetics too. Keep them the "purebreeds" of everything. Now I know there will still be elves out there who will forsake their own heritages and probably be the exemptions, it does prevent all my players from creating Elves. I think keep the Dwarves too more of a classic race, though more accepting of space travel to find more worlds to mine, explore, and profit out of. Humans of course, will be the jack of all trades and will find the best and worse among them. I like the idea of making the half-orc race embrace the idea of space travel solely on the principal of they can use their large and outwardly physical presense to work as mercenaries throughout the galaxy. (Chewy as a half-orc....hilarious!). Also have the gnomes as a race that embraced the other worldy travels and the idea of building the newest, brightest, loudest, most extravagent technology the universe will ever have seen.
Classes too, can remain basic, with little alteration. There will still be fighters, clerics, bards, sorcerer's, the etc. Currently Druids seem to give me both the easiest and most complicated solution with them. While druids COULD travel in space, why would they. A metal ship would be very confining and not very communicable with nature. So I think i will have to give them a penalty when, and if, the decide to travel throughout the cosmo's. Fighters and Barbarians too seem to create a problem. Most seem will favor life and adventuring as mercenaries or soliders. The highest bidder wins. Same with Clerics; though I can seem them eager to explore the cosmo's thinking that its a new platform in which to communicate to their deity and spread/protect the word of their god/dess/es. Magic users, arcane and divine, will have the most little done with them. I mean you can access your magic anywhere, even if your deity is more natural base, i doubt they would forsake you just because you arent on a planet. Even psionics can remain basically the same. The only new thing I am creating via classes is the Cyberneticist. While any class can take feats in which to use, build, create cybernetic devices, the Cyberneticist will allow people who cant normally access the realms of magic and psionics to now access them via their cybernetics. This opens up new spells/power for them, along with the normal spell/power lists. Though I will probably make some things limited to them; seeing why a device may be able to alter, create, see something not normally seen, I dont think they should have access to certain schools of magic. I figure I will close off transmutation, necromancy, and possibly enchantments (with the exception of other cyberneticists and other cybernetic devices)
Feats and skills should remain the same, with the exceptions of some new ones. Feats based around the useage, creation, and destruction of cybernetics. Some based around space travel, the useage of technology, and other. Skills should roughly stay the same, with some new ones. Knowledge (Cybernetics)(Technology)(Space Travel), and Use Cybernetic Device...that should add sufficient enough. Though make existing ones a tad bit harder. Just cause one knows the history of the main world, doesnt mean you know all about the other worlds, even if its just an alteration of a race, or even a generation or two after a group left for a new world. We all know new worlds can dramatically change even the most similar of races (Vulcans/Romulans)(Romulans/Remans)
Items, money, gems, the etc, should stay the same though with some nasty exchange rate and the chance of things costing more money. Now we all know a spaceship will cost/repair more than a sailing ship or even a terrestrial airship. Weapson and armor should remain the same, with even the "older" items (steel, bronze, magic) readily and activly available. Just create laser weapons, along with the good old fashioned raygun. Armor would just have to be more resillant to the lasers and rays as well as the crossbow/sword. Movement and Monsters. Possibly the trickiest. Now we all know the ability of forward, backward, left, right, up, down, and every degree in between but now we have creatures that may be able to move through space easier or harder than they can in a terrestrial setting. Could you imagine a space tarrasque? Creepy!
Well that should be enough now on the update. Im working on the Cyberneticist right now, then will add the updates on the classic races/classes. More to come.