4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
So this seems like a ~fairly~ uncommon topic with a modest underground following. Hopefully I can still garner some decent feedback for the weapons I've made so far.
Setting: Pre-War Eberron.
The year is 533 by the Galifar calendar of Eberron, before THE War and just after the observatories have been built. It is here, at this point in the Eberron Universe’s timeline, that I'm inserting the old AD&D "Tale of the Comet" mod.
My intent is to plant the seeds of technology and technical mastery that will help explain the technical and artifice-emphasized magical themes and classes of Eberron. That way when 4e Eberron comes out I can run it with this campaign as interesting back-story and introduce firearms.
Concept: Of course the old AD&D rules for the guns were completely outlandish and overpowered. In "Tale of the Comet" the guns were based off of the wizard’s once-a-day magic attacks (remember 15d6 fireballs, anyone? Imagine having a gun that would shoot 6 of them before needing to be reloaded! See the balance issue?)
So, in an effort to keep damage output balanced I tried to keep the modern guns ~fairly~ simple, basing their damage off of existing weapons.
This way, the only advantage modern weapons offer over their more archaic coutnerparts is their alternate firing modes...which I may or may not have done a good job on balancing.
Additionally I wanted to lay the groundwork for future ‘gunfighter’ concepts, but instead of putting in the effort to create a new class and worrying about play testing and balance issues I decided to add a short set of weapon properties and feats to enable current classes to use ranged weapons effectively in close combat.
New Combat Action, Weapon Properties and Heroic Feats
New Combat Action-
1.) Reload: Minor Action You fully reload the weapon’s ammunition. Effect: The reloaded advanced weapon may now be used normally.
2.) Switch Ammo: Minor Action You load alternate ammo or equips an ammo attachment. Effect: The modified weapon now benefits from the special ammo's properties.
3.) Reload Special Ammo: Free Action when Reloading You Reload with alternate ammo or equip a weapon attachment. Effect: The modified weapon now benefits from the special ammo's properties in addition to regaining its normal functions.
Weapon Properties-
Empty #: At the end of every round in which the weapon is fired, roll a 1d6. If you roll # or higher, you must Reload before you may use this weapon to attack again.
CCT: Close Combat Tactics rated (see Close Combat Tactics feat below).
Melee: Useable only when proficient with the weapon. This weapon counts as a melee weapon with a reach of 1 for the purpose of using attack powers containing the melee weapon keyword.
Alt Fire[___]: Alternative Firing mode. Useable only when proficient with the weapon. Allows for the use of a specific alternative firing method as part of an attack action this round. After using an alternative firing mode a weapon is considered out of ammo and must be Reloaded before being used in any form of attack. Modes are listed below:
_______Long Burst_______ You switch the weapon to Long Burst mode and fire extra rounds. At-Will Weapon Minor Action Ranged weapon Effect: As part of an attack action that uses this weapon you may add an extra +1d6 to the damage roll if the attack hits. The decision to use this power must be made prior to knowing the outcome of the attack. If the attack targets more than one creature only the first target receives this bonus damage. You must Reload before you may use this weapon to attack again. Increase damage to +2d6 damage at 21st level.
_______Spray_______ You switch the weapon to Full Auto and concentrate a spray at your enemy. At-Will Weapon Standard Action Ranged weapon Primary Target: One creature Attack: Dexterity vs. AC Hit: [1w] damage. Make a Secondary Attack. Increase damage to [2w] + Dexterity modifier at 21st level. Secondary Target: Each creature adjacent to the primary target with which you have line of effect. Rules for cover apply normally. Secondary Attack: Dexterity vs. AC Hit: Half damage. Effect: You must Reload before you may use this weapon to attack again. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
_______Burst_______ You launch an explosive projectile from the weapon. At-Will Weapon Standard Action Area burst # within Ranged weapon Attack: Dexterity vs. Reflex Hit: [1w] + Dexterity modifier damage. Increase damage to [2w] + Dexterity modifier at 21st level. Effect: You must Reload before you may use this weapon to attack again. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
_______Blast_______ You discharge a blast from the weapon. At-Will Weapon Standard Action Close blast # Attack: Dexterity vs. AC Hit: [1w] + Dexterity modifier damage. Increase damage to [2w] + Dexterity modifier at 21st level. Effect: You must Reload before you may use this weapon to attack again. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
_______Beam_______ You hold the trigger and the weapon fires a continuous beam of energy. At-Will Weapon Standard Action Area wall # within Ranged weapon Target: Each creature in the wall Attack: Dexterity vs. AC Hit: [1w] + Dexterity damage. Increase damage to [2w] + Dexterity modifier at 21st level. Effect: You must Reload before you may use this weapon to attack again. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Note: The origin square for this attack is the same as the attacker's square, as if it were a ranged attack. Rules for cover apply normally.
_______Taze_______ Your weapon discharges electricity, dazing the target. At-Will Weapon Standard Action Melee weapon Attack: Strength vs. Fortitude Hit: Half[1w] damage and the target is immobilized until the end of your next turn. If target is already immobilized, target is dazed instead. If target is already dazed, target goes unconscious (save ends). Increase damage to [1w] at 21st level. Effect: You must Reload before you may use this weapon to attack again.
Weapon Feats-
*Note: A single advanced weapon may be chosen when taking the Weapon Proficiency feat.
Advanced Weapons Training: Benefit: You gain proficiency in an advanced weapon group of your choice (Small Arms, Long Arms, Heavy Arms, Artillery or Advanced Melee).
Close Combat Tactics: Benefit: You may use this weapon in melee combat without provoking opportunity attacks. You provoke all other opportunity attacks normally.
Point Blank Shot: Benefit: Anytime you could normally make an opportunity attack you may make a ranged basic attack using an Advanced Weapon instead of a melee basic attack. This attack does not provoke opportunity attacks.
Ranged Training: Benefit: Choose an ability other than Dexterity. When you make a ranged basic attack using a weapon you are proficient with, you can use that ability instead of Dexterity for the attack roll and the damage roll.
Last edited by Sigurd13; 13th July 2009 at 01:07 PM..
Reason: Changed effect of Taze
Flamer - This heavy spray weapon deploys ignited flammable plasma from a canister. On any successful hit, the target also takes ongoing 5 fire (save ends).
Chain Gun - This heavy automatic weapon rapidly fires huge volumes of rounds fed by a belt.
Grenade Launcher - This heavy, large caliber weapon fires explosive shells and other types of ammunition.
Laser Cannon - High powered laser weapon fires a wide beam of electromagnetic energy.
Code:
Weapon Prof. Damage Range Price Weight Group Ammo Type Properties
Flamer +2 2d6 3/6 65 60 Heavy Arms Fuel Melee, Alt Fire[Blast 2], Empty 6
Chain Gun +2 2d6 5/10 75 50 Heavy Arms Cartridge Melee, Alt Fire[Spray], Empty 6
Grenade Launcher +2 1d12 10/20 75 10 Heavy Arms Explosive Melee, Alt Fire[Burst 1], Load Free
Laser Cannon +2 1d10 5/10 65 15 Heavy Arms E-Cells Melee, Alt Fire[Blast 2, Beam 8], Load Free
Last edited by Sigurd13; 13th July 2009 at 12:18 PM..
Reason: reformatted table, added laser cannon, UPDATED GRENADE LAUNCHER
Power Fists (pair) - A pair of mechanical gauntlets that augment wielder’s speed and striking power. The pair counts as wielding two weapons.
Kinetic Sledge - A small, very light hammer containing internal mechanisms that stores kinetic energy and releases it upon striking.
Glow Rod - Small mace or club that delivers an electrical charge. The electrical current can be set to stun enemies.
Ripper (Chain dagger) - A small dagger sized blade lined with a chain set with extremely sharp serrated blades and powered by a powerful electric motor.
Lacerator (Chain Sword) - A medium sized blade lined with a chain set with extremely sharp serrated blades and powered by a powerful electric motor.
Code:
Weapon Prof. Damage Range Price Weight Group Properties
Power Fists (pair) +3 1d8 - 20 4 Unarmed Off Hand, High Crit, Brutal 1
Kinetic Sledge +2 2d6 - 35 8 Hammer Versatile, High Crit
Glow Rod +2 2d4 Lightning - 40 8 Mace Versatile, Alt Fire [Taze], Load Free
Ripper +3 1d10 - 50 5 Heavy Blade Off Hand, Versatile, High Crit
Lacerator +2 1d12 - 60 6 Heavy Blade Brutal 2, High Crit
--Two Handed--
Chainsaw - Large flat blade lined with a chain set with extremely sharp serrated blades and powered by a large, combustion motor.
Arc Fork - Long pole ending with two prongs carrying an electrical charge. The electrical current can be set to stun enemies.
Code:
Weapon Prof. Damage Range Price Weight Group Properties
Chain Saw +2 2d8 - 50 7 Heavy Blade High Crit, Empty 6
Arc Fork +2 2d4 Lightning - 50 9 Polearm, Spear Reach, Alt Fire [Taze], Load Free
--Vibro-Blades--
Vibro-blades are masterwork weapons with a small subsonic generator inlaid in the hilt or handle. The blade is specially redesigned to acoustically amplify sound waves, often times made from materials with a high resonant acoustic integrity. The generator produces an extremely high frequency soundwave which is amplified during passage through the material of the weapon itself. The end result is a blade that vibrates at extremely high frequencies on a subatomic level- greatly enhancing the blade's cutting power.
Virtually any non-advanced, slashing, melee blade can be modified to become a vibro-blade given the knowledge, skill, parts and tools to do so.
The cost of modification is half the base weapon's market value + 360gp for additional resources, tools and materials. This cost is in addition to the market value of the weapon.
Vibro-Blade Template: Prof: base weapon Proficiency +1 Cost: 360gp + 150% base weapon market value ([market value x 1.5]+360gp) Properties: Gains High Crit. If base weapon is already High Crit, double bonus damage.
Gains Brutal 1. If base weapon is already Brutal, add +1 to the Brutal Modifier.
Examples:
Code:
Weapon Prof. Damage Range Price Weight Group Properties
Vibro-Execution Axe +3 1d12 - 405 14 Axe High Crit (2), Brutal 3
Vibro-Dagger +4 1d4 5/10 362 1 Light Blade High Crit, Brutal 1, Off- hand, Light Thrown
Flaming Vibro-Longsword +4 1d8 - 1860 4 Heavy Blade High Crit, Brutal 1, Versatile
Vibro-Double Sword +4 1d8/1d8 - 420 9 Heavy, Light Blade High Crit, Brutal 1, Defensive, Off Hand
Last edited by Sigurd13; 8th June 2009 at 11:03 AM..
Reason: Added arc fork, lacerator, reformatted tables, REMOVED LOAD FREE
I'm a little confused. Why do your ranged weapons say "Load Free" if the rules under "Reloading" say loading is a minor action?
Also, your "sawed off shotgun" fires in a "burst 2", which is a 5x5 square area, larger even than the blast radius of a grenade. Are you sure you don't mean "blast 2" here?
Also, your "sawed off shotgun" fires in a "burst 2", which is a 5x5 square area, larger even than the blast radius of a grenade. Are you sure you don't mean "blast 2" here?
Typo! Thanks for catching it!
Quote:
Originally Posted by Alex319
I'm a little confused. Why do your ranged weapons say "Load Free" if the rules under "Reloading" say loading is a minor action?
Alex,
Under normal conditions (ie-when using the weapons for either ranged basic attacks or power attacks), they cost nothing to load (Load Free property). This ensures that a player's actions don't get bogged down by a bunch of random penalties just for doing what they'd normally do with a sword, dagger or crossbow.
However, if a character were going to use the special powers that make the gun what it is (the alt fire capabilities) then it was necessary to have a cost to use it for balance sake. I chose to force the character to spend a combat action.
I did this so that a player who chose to use firearms could do so without being penalized just for wanting to imagine a character with two pistols instead of two daggers. This is also why I elected to keep the damage output similar to normal weapons. For all intents and purposes, these guns should seem little more than daggers or bows or javelins that have been 'reskinned' to look like guns.
However, to just say to the characters "well, if you want a gun, just use a crossbow and we'll say it's a gun" isn't enough. There are certain things that a gun can do that a crossbow can't; it doesn't have to be loaded every round, it has multiple firing modes, it's damage and properties are different, etc.
So I chose to add the alt fire[] properties to guns. But as you can see, some of them are fairly powerful... more powerful than some at will abilities. And for that there had to be a balancing factor. So, in exchange for getting a different attack with a different attack type and different properties, you must (at some point) spend a minor action before using the weapon again.
This way, the character sacrifices nothing to use the gun as is... but it costs them something to use the extra abilities. After all, there are several other key powers that rely on minor actions (healing powers, fighter's mark, hunter's quarry, etc) and so the character has to choose whether to use these powers or use the alt fire on a weapon. This seems to be in keeping with the central theme of 4e, that is, resource management.
Short Answer: The only time the player has to spend a minor action to reload is after using the alt fire capability. Until the weapon is reloaded by using the Reload combat action (and spending the minor action to do so) the player cannot attack, use powers, take immediate actions, basic attack actions, opportunity attacks, or any other action that involves attacking with the weapon. Otherwise, loading is a free action.
This was done to make guns accessible and comparable to regular weapons (which should hopefully be incentive enough for characters to try them) while providing extra 'oomph' for a small price, preventing overuse and abuse (hopefully!).
Hopefully that clears up the confusion some?
Last edited by Sigurd13; 23rd March 2009 at 02:56 PM..
I like what I see here. I hadn't thought to make powers as weapon features or properties to simulate the different firing techniques.
I've been working through a system to convert a Stargate game that I've had on the back burner for a while to 4e (I mean, seriously, Jaffa just scream Minion to me at times ).
I like what I see here. I hadn't thought to make powers as weapon features or properties to simulate the different firing techniques.
Thank you very much for the positive feedback! I felt pretty excited by the concept when it hit me...now I just need it play tested.
My main inspiration for the design was trying to make the weapon stats and usage as comparable to normal weapons as possible. I didn't want my players to read the entries and feel encumbered by the rules, nor did I want the weapon damage to be so superior that it made the old weapons obsolete.
Of course, the weapons are different than standard weapons because of the properties and alt fire powers, but these are optional. If a character wanted, they could use *most* of these weapons as they would any other weapon, and never use the extra fluff.
I'm glad that this idea was helpful to you! ^_^
Quote:
Originally Posted by Keia
I've been working through a system to convert a Stargate game that I've had on the back burner for a while to 4e (I mean, seriously, Jaffa just scream Minion to me at times ).
Absolutely! I'm not extremely familiar with Stargate, but I'm sure the same technique could be used to make blasting staffs (do they have a proper name?) and those stinger guns and such. Open a new thread when you're ready and I'll be glad to provide you with feedback of your own.
As a side note: Recognize this quote? "Here's some advice from an old tracker. You wanna find something? Use your eyes." ^_~
Last edited by Sigurd13; 5th April 2009 at 07:43 AM..
Sorry for the blatant self promotion, but I hoped I could get some further feedback on these weapons. My introduction of these items into the game won't be for a while, but I'd rather get the feedback before the thread disappears into the quagmire of "page 13 obscurity."
These look pretty good. Any chance we could get a couple more futuristic weapons? I'd love to see some Lasrifles, maybe even a Chainsword to go with the Ripper.
As you've might've been able to guess, i'm trying to make a 4e Dark Heresy crossover. And your weapons have seemed like the best ones I've seen so far.
These look pretty good. Any chance we could get a couple more futuristic weapons? I'd love to see some Lasrifles, maybe even a Chainsword to go with the Ripper.
As you've might've been able to guess, i'm trying to make a 4e Dark Heresy crossover. And your weapons have seemed like the best ones I've seen so far.
Firstly, thanks for the compliment! As for your ideas on other futuristic weapons, I'll see what I can come up with.
Did you have anything specific in mind, besides chainswords and laser rifles? Do you have some links to some Dark Heresy materials so I can get a better feel for the setting?
Firstly, thanks for the compliment! As for your ideas on other futuristic weapons, I'll see what I can come up with.
Did you have anything specific in mind, besides chainswords and laser rifles? Do you have some links to some Dark Heresy materials so I can get a better feel for the setting?
I'll update when I can!
Well Dark heresy is a Warhammer 40k RPG, so if your familiar with that setting at all the armaments available are all fairly consistant. You could also go here to check out for more information on the different weapons available:
Sorry for not posting sooner... I've been pretty busy with work and I've been sleeping more to catch up. I'm also fiddling with updating the look of the thread as well. Hopefully next week I should have some new weapons up.
I'm planning on adding a template for Vibroblades, a medium sized chainblade (think of the ripper as a mechanized short sword and the chainsaw as a broadsword), two reach weapons, beam weapons (still writing the associated alt fire property) and several weapons that possess an area or close firing mode by default (ie rocket launcher).
I've also got a list of alternative ammo and accessories coming up. So stay tuned!
Sorry for taking so long to update! It takes a LONG time to format those tables (a lot of tinkering with spaces. (Does someone have a neat trick for tabs and alignments in html?) And I've been sort of grappling with a couple new weapon ideas and modes of fire that don't seem 'finished' yet. For example, I'm not totally satisfied with the Beam alt fire capability yet... it seems too close to the Spray firing mode... and I feel as though using an area effect to target a ranged attack is a little clunky.
Ideally I *ought* to invent new types of area attacks (cone, arc, etc) but that's REALLY going against my philosophy of 'low impact' rule creation. Of course, you can hardly say that adding futuristic weapons to a fantasy setting is low impact.
I guess that must make me some sort of hypocrite. LOL ^_^
Thoughts?
Last edited by Sigurd13; 31st May 2009 at 06:44 AM..
Browsing through this, I really like what I see: you have a solid basis for something here, more so than any sci-fi 4e write-up I've read.
Some suggestions...
Quote:
Originally Posted by Sigurd13
_______Taze_______ Your weapon discharges electricity, dazing the target. At-Will Weapon Standard Action Melee weapon Attack: Strength vs. Fortitude Hit: Half[1w] damage and the target is dazed until the end of your next turn. Increase damage to [1w] + Strength modifier at 21st level. Effect: You must Reload before you may use this weapon to attack again. Special: If you daze a target in this way in 3 consecutive rounds, the target goes unconscious (save ends).
Some change to make it flow a little better: Hit: Half[1w] damage and the target is slowed until the end of your next turn. If target is already slowed, target is dazed instead. If target is already dazed, target goes unconscious (save ends).
Also, more things should expand the minor action to force the player to really think strategically with how they use their minor (or converting their move):
*Guns that have high proficiency... instead of giving that high prof in the stat, leave it at +2 and give it a property. Careful Aim: Minor Action
You gain a +1 power bonus to attack with this weapon for the first attack you make with it, before the end of your next turn.
*Stabilizing... for Long Burst, Spray, or Burst add this: after use, receive a -2 to hit with this weapon until a minor action is used to stabilize.
*Range Finding: Minor Action
You increase the range of this weapon by 5 squares for the first attack you make with it, before the end of your next turn.
*Aim Assist: Minor Action
This weapon gains the Brutal 1 property for the first attack you make with it, before the end of your next turn.
Instead of reloading for everything... put something like this in: Alt Fire Switch: Minor Action
You swap this weapon into Alt Fire mode. If the Weapon is already in Alt Fire mode, the weapon switches into Nomal Fire mode. Alt Fire mode can only be used for basic attacks. You cannot use a weapon in Alt Fire mode with any Class' At-Will, Encounter, Utility or Daily powers.
(This way it forces the player to use the weapon's powers or their own... unless they somehow have cool powers that allow them to use weapon's Alt Fire.)
Also, some of the Weapon Properties are way powerful. Spray should be the only one that counts as a ranged basic. Spray can be buffed a little more: make the secondary attack autohit.
Quick question: Why do some of the melee weapons like the Ripper have the "load free" property? That seems like a useless property as they don't have anything to load.
Also, I'd be interested in seeing how you'd see Bolt weapons or Melta weapons working under your system.
Last edited by illathid; 26th May 2009 at 05:02 AM..
Overall I like. I appreciate the effort, and I might actually get an opportunity to playtest them at some point. I would get rid of the 1d6 after every attack. It drags down combat by a split second (that adds up over time) and only makes sense for rapid-fire weapons anyway. I think you're better off just keeping track of ammo, or ignoring it all together.
I couldn't comment on the weapons themselves until I get a chance to use them. If you want to challenge yourself, though, design weapons for civilizations tens of thousands of years down the line. Like, a society so advanced that compared to them we're cavemen throwing rocks at each other. A few ideas are:
*A device shaped like a paperclip you can wrap around your finger. Thought-activating the device causes a molecule-thin beam to emit from the end and penetrate any surface. Useful for cutting holes in walls and people, or for slicing a building in half like a katana in a bad anime.
*Super-hot napalm that consumes anything, even metal
*A device that creates a microscopic black hole that exists only for an instant. Like the Large Hadron Collider in the palm of your hand.
*And of course, armor that protects you against any of this.
I don't know, work with it if you feel like it. Believe it or not it would actually be useful for my campaign.
Finally,
Quote:
Neutron Pistol - Hand held laser weapon fires a calibrated sequence of supercharged particles.
Sorry, I had to laugh. Neutrons are not charged particles. Lasers are not charged either, and they only behave like particles when you know their precise position.
I keep meaning to update but life keeps getting in my way! Scheduling conflicts and sinus infections abounding! GAh!
Quote:
Originally Posted by illathid
Quick question: Why do some of the melee weapons like the Ripper have the "load free" property? That seems like a useless property as they don't have anything to load.
Also, I'd be interested in seeing how you'd see Bolt weapons or Melta weapons working under your system.
The glow rod has the property because it has the Alt Fire[Taze] property. So, unless the alt fire has just been used (requiring a minor to Reload) it's load free.
As for the ripper and lacerator.... hmm... that's a good question Illathid. I suppose it's to reflect the fact that they DO require ammunition (batteries) but it was never meant to bog down the combat mechanics. Of course, that's a fluff reason, so I suppose I'll just eliminate it. *edited*
The bolta/melta weapons may not actually be weapons, but alternative forms of ammunition. I'm currently working on a list of different types of ammunitions (bullets, laser modules, grenades, etc) that will change the damage type of the already existing weapons. That's not to say I can't come up with a custom weapon if you're interested. ^_^
Quote:
Originally Posted by blalien
Overall I like. I appreciate the effort, and I might actually get an opportunity to playtest them at some point. I would get rid of the 1d6 after every attack. It drags down combat by a split second (that adds up over time) and only makes sense for rapid-fire weapons anyway. I think you're better off just keeping track of ammo, or ignoring it all together.
First of all, thank you so much for your consideration! I'm always pleased to hear that others find my ideas useful!
Are you refering to the 'Empty 6' mechanic? That one was reserved for the heavy weapons which either had 1) a limited ammunition capacity as in the case of the grenade launcher or 2) HUGE ammunition capacity as in the case of the chain gun and flamer.
I felt these weapons represented two special cases:
On the one hand a typical grenade launcher has between 5 and 12 shots- so it didn't warrant a load standard or load minor (especially since you were using a minor to Reload). But at some point the weapon was going to require some extra action to reload.
Alternatively, the flamer and chain gun both hold an extraodinary ammount of ammo, but also use an indeterminate ammount per attack... which also justified NOT giving either a standard/minor load...but requires that extra time be spent to reload the weapon at some point.
I felt the 'Empty 6' mechanic successfully represented both of these scenarios, while at the same time providing for that cinematic 'empty click' moment in action movies. It is these three, and only these 3 weapons (so far) that use this mechanic.
It's probably more fair to just count ammo (since you could theoretically run into a streak of 6's) but I just loathe that level of book keeping. I refuse to count bolts, arrows, sling stones, bullets, batteries, number of rounds or otherwise. This belief isn't helped by the fact that 4e has done away with durations in rounds, lending credence to this philosophy. ^_~
However, of the three weapons, I think perhaps only the chain gun and the flamer are the only weapons truly deserving of this mechanic. After all, how time consuming can it be to click in a new cylinder clip of grendades? And of course, if this mechanic is slowing down your game, then feel free to track the ammo differently. The 'rules' represented here are merely guides- you are of course welcome to use RULE #0 at any time.
As for you playtesting, that would be awesome! Please let me know if the overall mechanic (the Alt Fire[]/Reloading mechanic specifically) seems balanced! I'm eager to have that kind of feedback! Thanks! ^_^
Quote:
Originally Posted by blalien
... design weapons for civilizations tens of thousands of years down the line. Like, a society so advanced that compared to them we're cavemen throwing rocks at each other. A few ideas are:
*A device shaped like a paperclip... Useful for cutting holes in walls and people...
*Super-hot napalm that consumes anything, even metal
*A device that creates a microscopic black hole...
*And of course, armor that protects you against any of this.
I don't know, work with it if you feel like it. Believe it or not it would actually be useful for my campaign.
I'm currently working on a suite of alternative ammunitions and accessories, I'll keep these ideas in mind.
Quote:
Originally Posted by blalien
Sorry, I had to laugh. Neutrons are not charged particles. Lasers are not charged either, and they only behave like particles when you know their precise position.
LOL! A physicist/chemist/hard science major, I am NOT! I prefer literature and the soft sciences thank you! LMAO!
No, you are absolutely correct! It's the protons and electrons that are charged and clearly a weapon that fires neutrons cannot be a laser weapon. Coming up with a fluff description quickly can lead to these kind of flubs! I've changed it a little... see what you think!
I will say this though, there WAS a semi-scientific reason for choosing neutrons- they have the most mass of any of the sub atomic particles and seem most likely to cause physical trauma. Right? That's sciency-ish right? ^_^
Quote:
Originally Posted by turk128
Browsing through this, I really like what I see: you have a solid basis for something here, more so than any sci-fi 4e write-up I've read.
Thank you for the compliment and the feedback! ^_^
Quote:
Originally Posted by turk128
Some change to make it flow a little better: Hit: Half[1w] damage and the target is slowed until the end of your next turn. If target is already slowed, target is dazed instead. If target is already dazed, target goes unconscious (save ends).
This is definitely a possibility for Taze. I like the continuity of this description, especially since it is also represented several times in the Monster Manual. I had thought about it when I first conceptualized Taze, but honestly didn't like the first condition to be slow. Tazed people are not slow! They are paralyzed! (lol)
Hmm...maybe immobilize would be better as the first status condition?
Quote:
Originally Posted by turk128
Also, more things should expand the minor action to force the player to really think strategically with how they use their minor (or converting their move):
*Guns that have high proficiency... instead of giving that high prof in the stat, leave it at +2 and give it a property. Careful Aim: Minor Action You gain a +1 power bonus to attack with this weapon for the first attack you make with it, before the end of your next turn.
*Stabilizing... for Long Burst, Spray, or Burst add this: after use, receive a -2 to hit with this weapon until a minor action is used to stabilize.
*Range Finding: Minor Action You increase the range of this weapon by 5 squares for the first attack you make with it, before the end of your next turn.
*Aim Assist: Minor Action This weapon gains the Brutal 1 property for the first attack you make with it, before the end of your next turn.
Firstly, I think you are right to add more options that capitalized on using Minor actions to make the decision for the characters even more meaningful. I totally agree with that sentiment.
However, my gut feeling with the majority of these suggestions is that they ought NOT be weapon properties. Maybe they could be options unlocked by accessories? This seems especially true for the Range Finding and Aim Assist abilities... can't you see these abilities as part of a laser guidance system on a rocket launcher? Or maybe as a attachments to a sniper rifle?
Careful Aim seems more like a new combat manuever honestly. Something between standing and prone, like:
-------------------------
CAREFUL AIM: MINOR ACTION
- Drop into a crouch and draw a steady bead on your enemy.
CROUCH CONDITION:
You gain a +1 bonus to ranged attack rolls.
You grant combat advantage to enemies making melee attacks against you.
You get a +1 bonus to all defenses against ranged attacks from nonadjacent enemies.
You’re kneeling on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.)
You take a –1 penalty to melee attack rolls.
You are slowed.
You can standup as a minor action.
You can crouch as a minor action.
Stabilizing is actually a really interesting concept. I feel like it goes REALLY well with some of the weapons, but having to both reload AND stabilize seems like too much of a penalty... unless I rewrote long burst, spray and burst like you say...I will definitely be thinking this one over.
As for the suggestion to knock down the weapon proficiencies, I'm sorry to say but I strongly disagree. I don't think it's fair to have an entire suite of weapons that only go up to +2. It's unlike any other weapon group already printed. I already took the high prof into account when I wrote these weapons- those with high prof typically lack the variety of extra powers that the other weapons have... and I think that's a good balance. Of course, if you happen to playtest, try it out for yourself and let me know what you think then. ^_^
Quote:
Originally Posted by turk128
Also, some of the Weapon Properties are way powerful. Spray should be the only one that counts as a ranged basic. Spray can be buffed a little more: make the secondary attack autohit.
I'm not really sure what you mean here. If you feel like the weapon properties are really powerful, why do you think Spray needs to be improved? Do items like Bracers of Perfect Shot make you wary of the ranged basic quality? Please elaborate. ^_^
Last edited by Sigurd13; 31st May 2009 at 06:47 AM..