Team Fortress 2
TF2 D&D Campaign
So because I’m a giant nerd and wanna post forum posts cuz I’m bored everyday, I decided I wanna make a TF2 style campaign. Here’s how it opens:

You are either on the RED or BLU team (choose whichever you and your party are ok to play as, the enemies will be on the other team that you did not pick) and you hear a distress call from an NPC teammate saying the enemy team has just overrun their post and needs help to get it back. The party consists of 4-6 players, level 1 and the leveling up system will be Milestone up to level 8. Any DMs that want to use XP system are free to do so. Also, this is just the beginning, I still need to plan out the rest of the campaign, but any DMs that see this and have Tabletop simulator or something want to expand upon it be my guest.

I will also lay out some ready to play TF2 character sheets, though disclaimer; they are Min/Maxed in point buy. If you wanna use your own character that’s fine, if you wanna roll for stats or use standard array that’s good too. Any alterations to the character is also ok, their race, class, etc. this is D&D not MVM meta.

Scout: Wood Elf Monk
Str: 8 Dex: 17 Con: 14 Int: 8 Wis: 16 Cha: 10

Soldier: Warforged Paladin
Str: 16 Dex: 8 Con: 17 Int: 8 Wis: 8 Cha: 15

Pyro: Tiefling Sorcerer (any origin you favor)
Str: 8 Dex: 14 Con: 14 Int: 9 Wis: 12 Cha: 17

Demoman: Human Fighter
Str: 16 Dex: 15 Con: 15 Int: 9 Wis: 13 Cha: 9

Heavy: Minotaur Barbarian
Str: 17 Dex: 8 Con: 16 Int: 10 Wis: 8 Cha: 14

Engineer: Rock Gnome Artifacer
Str: 8 Dex: 14 Con: 15 Int: 17 Wis: 8 Cha: 10

Medic: Half-Elf Cleric (any domain that suits your play style when Playing Medic or how you feel Medic would play)
Str: 8 Dex: 14 Con: 14 Int: 9 Wis: 16 Cha: 14

Sniper: Aarakocra Ranger
Str: 8 Dex: 17 Con: 14 Int: 12 Wis: 14 Cha: 8

Spy: Tabaxi Rogue
Str: 8 Dex: 17 Con: 14 Int: 10 Wis: 10 Cha: 14

Do note: if you choose not to use these, they will be the custom enemy team’s sheets.

The chapters will also go as such:
Chapter 1: Gravelpit (after completing this chapter you advance to level 2)
Chapter 2: Dustbowl (after completing this character you advance to level 3)
Chapter 3: 2Fort ( after completing this chapter you advance to level 4)
Chapter 4: 5cp Well (you advance to level 5 after you defeat the Soldier + Medic boss fight)
Chapter 5: 5cp Badlands (you advance to level 6 once you reach the final point area)
Chapter 6: Upward (you advance to level 7 when you reach the last point area)
Chapter 7: Barnblitz (you advance to level 8 after completing this chapter)
Chapter 8: Viaduct (either no more leveling or advance to level 9 after defeating the final boss Merasmus)

That’s it so far, I’ve still gotta make the campaign and write down the different rooms, dungeons, items, etc. feel free to leave suggestions or feedback, give your own opinions or see if you’d want to join this campaign. This is something I’ve wanted to do for a long time and I hope other would want to participate
Last edited by theRJschannel; May 9, 2021 @ 5:02am
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Showing 1-15 of 67 comments
Trickster (Banned) May 8, 2021 @ 7:33am 
im on BLU team

Scout: Man too angry to die (white bostonian)
Str: 4 Dex: 20 Con: 9 Int: 10 Wis: 18 Cha: 12 (what the ♥♥♥♥ is "con"?)
Last edited by Trickster; May 8, 2021 @ 7:48am
Clockwork Brain May 8, 2021 @ 7:35am 
I have tabletop simulator, if you create a campaign I'd love to participate. Quick question: will you be porting TF2's mechanics into DND via homebrew, or are you just going for aesthetics?
theRJschannel May 8, 2021 @ 7:36am 
Originally posted by Clockwork Brain:
I have tabletop simulator, if you create a campaign I'd love to participate. Quick question: will you be porting TF2's mechanics into DND via homebrew, or are you just going for aesthetics?
I could try Homebrew, never done it but it’s mostly for asthetic reasons. Like Fantasy TF2 kinda
theRJschannel May 8, 2021 @ 7:36am 
Originally posted by Trickster:
im on BLU team

Scout: Man too angry to die (white bostonian)
Str: 4 Dex: 20 Con: 14 Int: 7 Wis: 17 Cha: 15 (what the ♥♥♥♥ is "con"?)
Constitution. Con is just shortened
Trickster (Banned) May 8, 2021 @ 7:37am 
Originally posted by theRJschannel:
Originally posted by Trickster:
im on BLU team

Scout: Man too angry to die (white bostonian)
Str: 4 Dex: 20 Con: 14 Int: 7 Wis: 17 Cha: 15 (what the ♥♥♥♥ is "con"?)
Constitution. Con is just shortened
what's constitution mean??
theRJschannel May 8, 2021 @ 7:40am 
Originally posted by Trickster:
Originally posted by theRJschannel:
Constitution. Con is just shortened
what's constitution mean??
Constitution is like, how sturdy you are in combat. It contributes to your health
Trickster (Banned) May 8, 2021 @ 7:47am 
Originally posted by theRJschannel:
Originally posted by Trickster:
what's constitution mean??
Constitution is like, how sturdy you are in combat. It contributes to your health
hmm, alright then, let me lower it a bit
Clockwork Brain May 8, 2021 @ 7:49am 
Originally posted by theRJschannel:
Originally posted by Clockwork Brain:
I have tabletop simulator, if you create a campaign I'd love to participate. Quick question: will you be porting TF2's mechanics into DND via homebrew, or are you just going for aesthetics?
I could try Homebrew, never done it but it’s mostly for asthetic reasons. Like Fantasy TF2 kinda
Ah, so it would be set in a middle earth version of TF2. So there probably won't be many guns then. What about things like the Chargin' Targe, Eyelander, Buff Banner, Mad Milk, etc? You mentioned Engineer is an artificer, which I know is capable of making things like sentry guns. Would you be making artificer creation templates for Engineer's buildings?

What about some modified rules to make it feel a bit more like TF2? For instance, having critical damage rolls deal triple damage rather than double.

Also, will you be incorporating any elements from Scream Fortress into this campaign? Monoculus, Skeletons, Marasmus, the Bombinomicon, etc?
Clockwork Brain May 8, 2021 @ 7:51am 
Originally posted by Trickster:
Originally posted by theRJschannel:
Constitution. Con is just shortened
what's constitution mean??
This video should clear things up:
https://www.youtube.com/watch?v=IVAJrYOOtwI
If you don't have time to watch it, theres a comment near the top of the comments section that briefly explains the different stats using tomatoes:
"Strength : how many tomatoes can you crush
Dexterity: how many tomatoes can you dodge
Constitution: how many rotten tomatoes can you eat before you get sick
Intelligence: knowing that a tomato is a fruit
wisdom: knowing that a tomato does not belong in a fruit salad
Charisma: the ability to sell someone a fruit salad with tomatoes in it"
Last edited by Clockwork Brain; May 8, 2021 @ 7:52am
Trickster (Banned) May 8, 2021 @ 7:51am 
Originally posted by Clockwork Brain:
Originally posted by Trickster:
what's constitution mean??
This video should clear things up:
https://www.youtube.com/watch?v=IVAJrYOOtwI
thanks
theRJschannel May 8, 2021 @ 7:55am 
Originally posted by Clockwork Brain:
Originally posted by theRJschannel:
I could try Homebrew, never done it but it’s mostly for asthetic reasons. Like Fantasy TF2 kinda
Ah, so it would be set in a middle earth version of TF2. So there probably won't be many guns then. What about things like the Chargin' Targe, Eyelander, Buff Banner, Mad Milk, etc? You mentioned Engineer is an artificer, which I know is capable of making things like sentry guns. Would you be making artificer creation templates for Engineer's buildings?

What about some modified rules to make it feel a bit more like TF2? For instance, having critical damage rolls deal triple damage rather than double.

Also, will you be incorporating any elements from Scream Fortress into this campaign? Monoculus, Skeletons, Marasmus, the Bombinomicon, etc?
I like this, I like this a lot. Maybe add certain melees to the game, not sure how the Demoknight shields would work but I could definitely attempt to homebrew the swords and various other melees

I’m planning on introducing the Halloween bosses throughout the campaign, with Merasmus being the big bad. Kinda play him like Strahd in that he kinda toys with the players and interacts with them while not really engaging in combat with them yet. Monoculus and HHH are gonna be the bosses near the end of some chapters, I’m not sure yet. Many be Monoculus on 2Fort and HHH in Badlands but again I just came up with this today
Clockwork Brain May 8, 2021 @ 8:01am 
Originally posted by theRJschannel:
Originally posted by Clockwork Brain:
Ah, so it would be set in a middle earth version of TF2. So there probably won't be many guns then. What about things like the Chargin' Targe, Eyelander, Buff Banner, Mad Milk, etc? You mentioned Engineer is an artificer, which I know is capable of making things like sentry guns. Would you be making artificer creation templates for Engineer's buildings?

What about some modified rules to make it feel a bit more like TF2? For instance, having critical damage rolls deal triple damage rather than double.

Also, will you be incorporating any elements from Scream Fortress into this campaign? Monoculus, Skeletons, Marasmus, the Bombinomicon, etc?
I like this, I like this a lot. Maybe add certain melees to the game, not sure how the Demoknight shields would work but I could definitely attempt to homebrew the swords and various other melees

I’m planning on introducing the Halloween bosses throughout the campaign, with Merasmus being the big bad. Kinda play him like Strahd in that he kinda toys with the players and interacts with them while not really engaging in combat with them yet. Monoculus and HHH are gonna be the bosses near the end of some chapters, I’m not sure yet. Many be Monoculus on 2Fort and HHH in Badlands but again I just came up with this today

Ok. So which edition of D&D are you using? I'd like to make suggestions for how various TF2 mechanics could be homebrewed into D&D, but I'm not as familiar with the D&D roleplay system as I am with GURPS, Fudge, and whatever system Stars Without Borders uses. I can learn the rules of D&D, but it would be a bit easier if I knew which version you plan on using.
theRJschannel May 8, 2021 @ 8:05am 
Originally posted by Clockwork Brain:
Originally posted by theRJschannel:
I like this, I like this a lot. Maybe add certain melees to the game, not sure how the Demoknight shields would work but I could definitely attempt to homebrew the swords and various other melees

I’m planning on introducing the Halloween bosses throughout the campaign, with Merasmus being the big bad. Kinda play him like Strahd in that he kinda toys with the players and interacts with them while not really engaging in combat with them yet. Monoculus and HHH are gonna be the bosses near the end of some chapters, I’m not sure yet. Many be Monoculus on 2Fort and HHH in Badlands but again I just came up with this today

Ok. So which edition of D&D are you using? I'd like to make suggestions for how various TF2 mechanics could be homebrewed into D&D, but I'm not as familiar with the D&D roleplay system as I am with GURPS, Fudge, and whatever system Stars Without Borders uses. I can learn the rules of D&D, but it would be a bit easier if I knew which version you plan on using.
Ah alright, the current edition of 5e. Any suggestions will be great too. Though a fair warning; I may not use all suggestions, just the ones if feel would fit this story.
Clockwork Brain May 8, 2021 @ 11:34am 
Well I suppose the first thing to do would be establishing a simple formula for converting TF2 health and distance units into D&D health and distance units.

In TF2, we have max HPs ranging from 125-300. D&D has starting HP ranging from 6-12. Now, there are multiple ways we could go about this, but I think the best way would be to take TF2Cs average HP (166.7) and divide it by the baseline value of D&D HP (8), which gives us a ratio of 20.83:1. Using this ratio, 125 HP becomes 6, 150 HP becomes 7, 175 HP becomes 8, 200 becomes 10, and 300 becomes 14. So the HP of each class in D&D becomes:

Scout: d6
Soldier: d10
Pyro: d8
Demoman: d8
Heavy: d12; +2 con
Engineer: d6
Medic: d10; -3 con (since Medic has a passive heal factor)
Sniper: d6
Spy: d6

For distance, TF2 uses hammer units, which luckily easily convert to feet in a 16:1 ratio. D&D has a feet to square ratio of 5:1, but since it always lists feet alongside the number of squares, I'll convert each class' base speed to both feet and squares, once again rounding up to the nearest whole square:

Scout: 25 feet; 5 squares
Soldier: 15 feet; 3 squares
Pyro: 19 feet; 4 squares
Demoman: 17 feet; 4 squares (I know 17 is closer to 15 than 20, but since guns won't be present Demoman would probably be wearing booties, which would up his speed to 19)
Heavy: 14 feet; 3 squares
Engineer: 19 feet; 4 squares
Medic: 20 feet; 4 squares
Sniper: 19 feet; 4 squares, but when his bow is drawn he only moves 10 feet; 2 squares
Spy: 20 feet; 4 squares

Edit; those speed values are based on their speed per second. D&D technically has 6 seconds per turn, so if we wanted to be more accurate we could multiply all their speed values by 6, but that would have the slowest class in TF2 moving 17 squares (87 feet) per turn, which is just rediculous in the world of D&D
Last edited by Clockwork Brain; May 8, 2021 @ 4:27pm
Clockwork Brain May 8, 2021 @ 4:26pm 
Now, let's look at weapons;

Chargin' Targe
In TF2, the Chargin' Targe gives the wearer 50% fire resistance and 30% blast resistance. It also allows Demoman to charge forward at a speed of 750 hi/s for 1.5 seconds (or 2.5 with the Claidheamh Mòr). Hitting someone while charging deals a 50 damage shield bash, and at the end of the charge you have a guaranteed critical hit. This ability has a cooldown of 12 seconds, and removes all negative status effects on use.

Fire resistance would be easy to convert, since D&D already has a trait for being resistant to fire damage. I'm less certain about blast resistance, but that would be pretty simple to homebrew into existence if it doesn't already exist.

The charge mechanic is more interesting; we could just convert seconds to turns using the D&D standard of 6 seconds, but since TF2 has a significantly faster pace than D&D, it would be more reasonable to use a 1:1 second to turn ratio. So charging takes you 47 feet (9 squares) forward in one turn and an additional 23 feet (5 squares) forward at the start of your second turn. We could then have any attack made in that turn always deal critical damage, and limit you to only one attack during that turn. To prevent enemies from repeatedly taking a step to the right and dodging your charge, you could allow the player to adjust their destination by one square to either side during their second turn. It would take 12 turns to recharge, and the shield bash would deal 2 hitpoints of damage, with an additional unit of damage for every 2 heads collected with the Eyelander. Speaking of which:

The Eyelander
In TF2, the Eyelander reduces max health by 25 (lowering Demoman's 175 HP to Medic's 150), and is incapable of dealing critical damage through random chance. Decapitating someone with the Eyelander gives you a head, which increases your health by 15 and your move speed by 8% (24 feet). It also increases shield bash damage, but I already covered that. All 3 are capped at 4 heads, though any additional head still heals you for 15 HP

For D&D, the health downside would equate to -1 constitution. The HP and speed increase per head would be 1/2 HP and 1.5', respectively. This would give Demoman a max HP of 10 (11 with boots) and a max move speed of 23' (4 squares), or 25' (5 squares) with boots.

Bootlegger/Ali Baba's Wee Booties
These just give you +1 con and +1.5 feet to your move speed. Also make melee kills reduce your charge cooldown by 3 turns. The additional turn control while charging is the only interesting mechanic, which the TF2 Wiki states as triple that of normal turn control. However, it doesn't state what you're normal amount of turn control during a charge is, so... I'm just going to move on to Soldier weapons.

Buff Banner
The Buff Banner takes 600 damage to charge, and when activated it doubles the damage of the user and all allies within a radius of 450 HU for the duration of 10 seconds.

For D&D, it's just a matter of unit conversion. So it would take 29 damage to charge, affect allies within a radius of 28 feet (6 squares), and last for 10 turns (can be lowered as far as 2 turns for balance purposes). Maybe add the Bard's "inspired" feat to it?

Gunboats
60% reduced damage from blast jumps. Unless you plan on homebrewing blast jumping into your campaign setting, just make it a trinket with damage resistance.

Battalion's Backup
+1 con, and has the same AOE, damage requirement, and duration as the Buff Banner. But instead of doubling damage, the Banner gives a 30% damage resistance (50% for sentry damage, which can be converted to magic damage since I'm assuming sentries would be magic based in D&D).

Concheror
This one only takes 23 damage to fill. Since the passive heal rate is closer to 0 than 1 when converted to D&D, we could just have it give you an additional hit dice instead. The effect increases you and your allies' move speed by ~35% (it actually varies based on class, but that wouldn't be necessary for a co-op game of D&D) and also heals them for 35% of any damage dealt during the effect duration.

Mantreads
I have no idea if or how D&D handles knockback, but the Mantreads reduces it by 75%. It also deals triple fall damage to whoever you land on and triples air control while blast jumping, but just like with the Gunboats there is no reason to try and translate those attributes into D&D unless you plan to incorporating rocket jumping.

The Righteous Bison
What's that? A laser weapon is out of place in middle earth? Well, it comes from another universe in TF2 lore, so I'm including it anyways.

The Bison has 4 shots before it has to be recharged, can be fired once per turn, recharges one shot in a full turn (can't fire until the next turn) and 2 shots for the next turn unless you fire it again. It deals 1d4 damage every 0.2 seconds, and travels at a rate of 75' (15 squares) per second. It penetrates players, and has the downside of only dealing 20% damage to magic constructs.

Cow Mangler 5000
See above justification.

4 shots that can be fired once per turn. Projectiles travel at a rate of 67' (14 squares) per turn, and have a blast radius of 9 feet (2 squares). Normal projectiles do 1d8 damage, and are incapable of dealing critical damage. The user can use all 4 shots in a single blast that takes 2 turns to fire, deals double damage, lights enemies on fire for 6 turns, and disables magic constructs for 4 turns. Just like the banner, these times can be reduced for balance purposes. Both normal and charged projectiles only deal 20% damage to magic constructs, just like the Bison. I guess lasers and magic don't mix. Oh yeah; if the Mangler is crit-boosted by something, it will only deal double damage.

Flying Guillotine
Can't do random crits (despite them getting rid of the crit gimmick in JI, typical Valve), Follows normal D&D throw rules for range, deals 1d6 damage, and causes 1d4 or 1d3 bleed damage for 5 turns. Oh yeah, and it takes 3 turns to recharge, but since you can carry a bunch of stuff in DnD instead of having 3 (technically 4) item slots, so we don't really need that if we make them common to find, and instead just use the attack interval of 1 per quarter-turn.

Bonk! Atomic Punch
Grants invulnerability for 8 turns, but you cannot attack in that time. Takes one turn to drink, and 22 turns to recharge. Just like the Guillotine, you can get rid of the recharge and just allow Scout to carry more than one at a time. Invulnerability doesn't affect unavoidable damage, like fall damage or a lake of lava.

Crit-A-Cola
Same duration, consumption, and recharge times as Bonk! but makes your attacks deal double damage instead of making you invulnerable, and doesn't remove your ability to attack. However, after it expires you will RECIEVE double damage from all damage sources for 5 turns if you attack someone while under its effects. But since this isn't a PVP campaign, we can just leave out that last effect.

Mad Milk
Follows normal throw rules. Has an AOE radius of 13' (3 squares), and the Mad Milk effect lasts 10 turns. 60% of damage dealt towards "milked" enemies is returned to the attacker as health. Can also put out fires. Takes 20 turns to recharge, but only 16 turns if you used it to extinguish a teammate.

flamethrower/rainblower
It's alchemy, or magic if you believe in the power of a young girl's heart. Just take the rules for "blast of flame" from the Complete Arcane expansion, remove the casting time, reduce the range to 21 feet (4 squares), and attach it to a weapon. Oh yeah, you can also deflect projectiles with it once per turn, consuming 20 units of ammo (probably lamp oil; values might need to be translated to D&D's fuel rules if it has those. Note that it consumes 12.5 ammo per turn in TF2)

The Manmelter
Projectile travels at a speed of 188' (38 squares) per turn. Has an attack interval of 2 turns. Can also extinguish a nearby ally once per turn, which will cause the weapon to store a guaranteed critical shot, up to a maximum of 35. This weapon cannot deal critical damage via dice.

The Gas Passer
Follows normal throw rules, but inexplicably has twice the range. Has an AOE radius of... Huh, the TF2 Wiki doesn't say... just assume it's the same as other throwable liquid containers. A unique aspect is that the AOE lingers for 5 turns. Enemies who come into contact with the AOE zone will be doused in flammable liquid for 10 turns. Damaging a doused enemy will cause them to take fire damage for 10 turns. This bypasses Pyro's afterburn immunity. (Oh yeah, Pyro has a class trait that makes him immune to being set on fire. He is damaged by fire, but can't be ignited by it.)

Hadouken
Takes 2 turns to cast, and deals 24 fire damage to any enemy 1 square in front of you.

Armageddon
Takes 4 turns to cast and deals 19 fire damage in a 1 square radius around the caster

It's late; I'll do the rest of the classes tomorrow.
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Date Posted: May 8, 2021 @ 7:27am
Posts: 67