5e D&D-Mutant Future Conversion

For Discussion of all things Mutant Future (especially spidergoats).

5e D&D-Mutant Future Conversion

Postby Malcadon » Sat Sep 13, 2014 8:16 am

If anyone is interested, lets brainstorm ideas on playing Mutant Future using the 5e D&D rules.
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Being based on Gamma World, Mutant Future is a Classless system. Mutant Future does use a leveling system, but it is free of any Character Classes, although the default seems equal to a D&D Fighter. To keep things open-ended, players should be free to to choose their own saves, skills, etc. Here is what all characters can get from the jump:

Hit Points
As per MF, the PC's Hit Dice would be equal to it's CON score.

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Any two
Skills/Tool Proficiencies: Choose any three skills.

Equipment: Choose one from each of the four categories:
• (a) chain mail or (b) leather, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• any one equipment pack

Optional: Choose one Fighting Style (see below)

With Fighting Style, one can choose for the list of styles form the Fighter class (Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting), Martial Arts from the Monk class, and Unarmored Defense form the Barbarian class (as an option, one could opt to use CHA instead of CON for the sake of a Chainmail/Metal Bikini effect ;) ).

The use of backgrounds is highly recommended. They provide a bases for your character's archetype, without having the rules focused around it as with Classes. It is also recommended to create additional backgrounds to fill the void of a Classless system, and to help cover the gaps with the removal of some of the fantasy-specific backgrounds -- a number of them feel like they were made for specific D&D Classes. Recommended backgrounds: Savage (Barbarian), Medicine Man, Thief, Assassin, Charlatan, Outcast (Criminal), Entertainer, Folk Hero, Craftsman (Guild Artisan), Merchant (Guild Merchant), Hermit, Wastelander (Outlander), Highway Nomad (Wanderer), Artifacter (Sage), Sailor, Pirate, Soldier, Urchin, Sleeper, Slave, Vault Dweller.

Gaining Levels
As you level up, you get a proficiency bonus (((level-1)/4)+2) to all rolls -- saves, skills, etc. -- you are proficient with. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. If used, you can gain a Feat instead of the two point increase. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level, and to four when you reach 20th level.

Other Changes
Naturally, all references to magic and other supernatural elements are draped, in favor of radioactivity, psychic powers and super powers -- all of which are are supernatural by their own right! For example, with skills, Arcana is dropped, and Technology is added instead. Many of the abilities that would benefits spell-casting, now helps mental abilities.

Mental Attacks/Defense could use Spell save DC and Spell attack modifier:

Spell save DC = 8 + your proficiency bonus + your Wisdom/Willpower modifier
Spell attack modifier = your proficiency bonus + your Wisdom/Willpower modifier
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OK, this is just a drop in the bucket! What do you guys think? Do anyone else have any other ideas?
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Malcadon
 
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