Ultramodern5 at My Table

I am a fan of  Dias Ex Machina Games Ultermodern5, and it was the first 3rd party book I got for D&D5e. I even built the original Ultramodern5 OGL FoundryVTT module (which I really should update) and have assisted with the newest full FoundryVTT module using Ultramodern5 REDUX. So yea, I like UM5 a little bit.

Now I’m running a Sci-Fi D&D game using official content plus Ultramodern5 (UM5) & Deep Magic. I started the game doing a number of mistakes, such as allowing Ladders, and not having the party track ammo. I’ve since reversed my decisions, which forced players to make character changes (which is fine as having players just remove character abilities can make characters not fun to play). And here I will list my reasons.

Ultramodern5 Ladders are mental and physical abilities that change what abilities are used for skills. Like changing all ranged weapon abilities from being dexterity based to instead being strength based. Ladders are more powerful then feats, they allow the player to basically choose with ability score they’ll use for anything.

When I allowed Ladders I missed reading the disclaimer at the beginning of ladder descriptions:

“Ladders are an optional system. The GM may choose to use them or not. If they are included, however, all players should choose one to avoid imbalance.” – Ultramodern5 OGL/SRD(2.0)

Since I was running a mixed (not just Ultermodern5) game, and ladders drastically changed the power curve, I had players remove their ladders. I will allow players to take one aspect of a ladder in place of an ASI/feat, as then its not just a steady power creep, but a onetime change that effects those characters.

This has dropped the stress of ladder power curve. The party already blows through everything (literally), which is fine as I love having my players have superhero characters. But I do still need to challenge the players, without killing them – which is much more difficult with power creep.

Ammo tracking: This I thought was going to just make it easier on everyone, because only certain players/groups enjoy resource tracking – the ability to blanket areas in lead without end, and the number of abilities that allow PCs to do that as a reaction also, without any consequences, made the fact that the wizard had to track spell slots but the Heavy & Grounder could just spew lead rather silly.

With ammo tracking, players have to figure when the use their action to change clips, which takes an action unless PC’s have an ability to do it as a bonus action (UM5 SRD2 p.139). We’re doing a dungeon crawl and the PCs are just now, after dozens of battles, switching to single shots for enemies instead of spewing 10 bullets an action to hit the 1-2 guys.

Also, having players blow through their ammo, and then realize just how much it costs in their hard won cash to restock has been great. The Grounder in the party is also not shy about switching to his grenade launcher when he suspects it will save lives.

Cybernetics: These are a “throw money at the problem” abilities. So instead of having characters advance in level, they can get increased abilities and skills by “throwing money at it”. Meaning the GM would need to track how much money is getting into the characters pockets or they suddenly have a party of cyborgs trashing tier 3 fights at level 5.

For just $500 and a PC can get a Knowledge CHIP (UM5 SRD p.112) – You gain any one skill or tool proficiency or gain one language you can read and write in.

I have yet to figure out a process for allowing Cyberization in PC’s. I will likely assign points values to various Cyberizations and players can gain certain amount of points/Cyberizations in place of ASI/Feats.

Reference(s):

Ultramodern5 OGL/SRD (2.0) https://www.drivethrurpg.com/en/product/196905/ultramodern5-srd-ogl-5th-edition

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