d20 Modern Conversion: Race Tweaks and Updates

Hey all, this week I've got some updated (and slightly prettier!) versions of the races released so far.

Not the biggest update this week, my apologies. I've been moving house over the last couple of weeks and I just wanted to release something smallish to get myself back into the rhythm of it. As for the updates, essentially a lot of the mutations and robot upgrades had their mechanics and point costs tweaked slightly, with a couple being fully replaced and a few new additions.

Here's a quick summary of the changes I can remember making/be bothered to check.

Mutant

  • The costs of Acid Spurt and Poison Breath were both reduced from 6 to 4.
  • Heat Adaptation and Cold Adaptation were split into 3 features, Fireproof, Insulated, and Acclimatized.
  • The cost of Flight was reduced from 8 to 6, but now you fall at the end of your turn. You can spend an extra 6 to negate this penalty.
  • Healing Factor now heals an amount equal to your level, and the cost was reduced.
  • Innate Psionics replaced with Innate Psychokinesis, and swapped detect thoughts for shatter. Now can only use Intelligence as the spellcasting ability.
  • Added Innate Telepathy, similar to Innate Psychokinesis but focuses on mental effects.
  • Cost of Keen Senses increased from 3 to 4.
  • Cost of upgrading Natural Weapons reduced from 2 to 1.
  • Cost of Slippery increased from 2 to 3.
  • Hideous Appearance renamed to Wretched Appearance, now effects only Persuasion checks against creatures if they can see you. Now only gains 4 points rather than 6.
  • Monacular Vision gives 3 points rather than 2.

Robot

  • Changed Fragile Circuitry slightly so that it expends your reaction rather than preventing them entirely, so as to function a little better with the Fast Hero Instinctive Reaction feature.
  • Robotic Resurrection was reworked slightly to include long-term consequences of death even if you get a new body.
  • Robots now start with 12 upgrade points rather than 10 to make up for not being able to get extra points by taking on negative traits. Similarly, Cyborgs start with 8 rather than 6.
  • Added 120 feet option to Darkvision
  • Added new External Casing option: Duralloy Plating. Provides a set AC of 17 without adding DEX, similarly to Tortles.
  • The cost of Thrusters was reduced from 8 to 6, but now you fall at the end of your turn. You can spend an extra 6 to negate this penalty.
  • Removed Socketed.
  • Added Integrated Weapon, basically an option to get a natural weapon similarly to Mutants, but with fire and lightning damage available rather than acid and poison.
  • Added Resilient Mind upgrade, works the same way as for Mutants
  • Added the Internal Storage upgrade.
The document on GM Binder: Player Races



Okay, that's it for today. Next post will probably be another like last week with some more advanced classes updates plus a new one in the mix. See you then!

Comments

  1. Quick question! I had the old version of the Robot race downloaded and started making a character based off it with Socketed initially chosen as a mod, then came here to see if you'd made any updates and was surprised to see it gone. (I'm assuming it was replaced with Integrated Weapon.) Was there something about Socketed that made it OP or non-functional? Thanks!

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    1. It's been a while since I made these changes, but if I recall correctly I switched out Socketed for Integrated Weapon because I wasn't really happy with the wording on Socketed. It didn't really feel like something that fit in the super-simplified D&D 5e. Replacing it with Integrated Weapon seemed to fit more in line with the game's style. That being said, you could totally still use Socketed if that's your preference.

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