r/rpg•
ChickenPixel

Systems similar to 5e or that use D20 that work well for 80s/Modern setting?

After pitching an idea to my tabletop group, I'm now scouring around looking for a system that could be used to run a campaign set in a modern day urban fantasy story. Think any 80s movie with your different highschool cliches, meets a slice of life with fantasy creatures, meets a teen drama about growing up and finding your place in the world.

To this end I'm looking for a system that has some basic features.

  • Similarity to DnD 5e, as that's the system everyone else has played. Don't want to force my players to re-learn an entirely new system. Roll20 support is also good!
  • Non-Lethal options. With the setting, all the PCs will likely be highschool/young adults. I'd like to avoid having death pop up, so combat that is closer to scrapes and bruises than decapitations and gunshots is prefered.
  • Magic system. Doesn't have to be too in depth, but letting casters still cast is a priority.
  • Economy. Less of an issue, but I'd like if the system in question already has modern day items set up with prices and other things to make purchases and handling money easier.

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However, if you think that the standard DnD rules could be reworked, as opposed to going with a different game with the same core system, I'd love to hear suggestions for that as well!

Posted Apr 3, 2020, 11:26 PM UTC

210
Scicageki•

That's a tough one.

I'm usually supportive of people who are not trying to look into games that are "similar to the ones we know", because I understand how hard could be to sell a pitch for a campaign attached to a full new ruleset (especially for beginners), so I usually suggest a "non D&D" game that would be the best fit and a different D20 system that would still work anyway. In this exact case, I honestly think that whatever you will try to play that is not exactly Monsterhearts (1E or 2E) will provide a subpar experience. Even if it's not a D20 system, it's easy enough to be grasped by different players pretty easily, so I really really encourage you to try to branch out this time, because it's that much better than any competitor.

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brendonVEVODesigner: Summers of 17XX, Revenant World•

I'd like to add to this that 5e (some would argue intentionally) gives players a false sense of how difficult it is to learn a new game. It may be "rules-light" or "beginner-friendly" compared to 3.5e DnD, but it's not simple at all compared to a lot of what's on the market now. The PHB is over 300 pages in the form of a large tome, and that's one of three "core" books. Monsterhearts is one book that's well under 200 pages in 6x9 format, and in general just has far fewer fiddly bits that the players and GM will have to worry about. It's also just easier in general to learn a new rule system after having played any RPG first.

That said, I know it can still be a tough sell to a group that doesn't want to put the time in, and more power to you if you want to stick to d20 systems, but it's worth making the point that the transition isn't as daunting as one might think.

8
LandoLakes1138•

I’ve been having a lot of fun with Neverwhere, based on the Neil Gaiman works of the same name. Available here for pay-what-you-want. This system and setting are relatively rules light and appeal to my players who are more story oriented.

Also D20 Modern, available here for free, which is closer in spirit and game mechanics to D&D.

4
cornucopiaofrobots•

Ultramodern is 5e based and is just kind of a generic modern game which would work fine for the 80s

3
ulfirepudding•

Esoteric Enterprises

2
M1rough•

Silent Legions

- Modern setting

- d20 system

- Disadvantage - meant for horror games, also you would need to convert all AC by 20 - current ac = ascending AC. Magic system is a little difficult unless you remove the sanity mechanic

- Does have cool advice for making demi-planes where weird stuff is happening

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Savage Worlds

- Everything you mentioned, especially the 80s feel EXCEPT not a d20 system

2
fingerrod•

I am running modern with 5e and it is working great.

As you know, the system really comes down to attack rolls, skill rolls and saving throws. Those translate easily to any genre.

I use the DMG Workshop (Chapter 9). Instead of proficiency bonus, I use the dice variation. I added Sanity as an ability. The characters use a shell of the fighter class. The only differences are the skills and stat proficiencies, which again, the DMG talks about in that you can sub them out and have balance.

My game is a little different than what you have planned. It is Alias meets X-Files. Spells are in the form of mysterious one-use devices (think cyphers from Cypher System). Guns are also covered in the DMG.

I am not saying that is the best recommendation you will get. But if nothing better lands you can certainly make it work. Good luck!

1
raurenlyan22•

D20 modern I think is out of print but I'm sure you can find it online... Why not just learn a new game that will do the thing you want?

1
Tralan"Two Hands" - Mirumoto•

Dark Streets & Darker Secrets. It's an OSR urban fantasy. It's meant to be more gothic, kind of like the world of Darkness. However, adapting it to 80s would be super easy. I was going to use it to run an X-Files themed game, myself. So it's not really hard to take the information and slap on a different coat of paint.

1

so combat that is closer to scrapes and bruises than decapitations and gunshots is prefered.

If you are doing this, I don't think you need a modern setting. The main functional difference between fantasy and a modern setting will be how guns are handled. In fact, most modern settings will actually be harder because they assume you use guns.

If your characters are using nonlethal weapons, then its already easy to just have them knocked unconscious.

0