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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4632441" data-attributes="member: 58907"><p>The last lingering threads of Amethyst were sewed into place today. How it is now is how it shall be. I didn’t realize until this week that a large part of our techan—and thus, our science-fiction element—is based entirely on the success of one new rule. Yes, we added lifepaths, but those were easy and seen in so many other games already (actually, I’ve only seen it in Forgotten Realms, but the statement is probably sound). Ranged weapons…we’re not breaking the system adding them in. No, the real test will be people’s response to autofire. The entire rapid-fire system is very very touchy and it was the most ardently tested of any new rules in the game. How would a system like 4ED incorporate rules for burst fire. You can’t just make it a power…it’s got to be more than that. But it also can’t be overly complicated. In the end, we used a combination of powers and feats to establish what we wanted. If successful, NeuroSpasta will incorporate this same mechanic. </p><p></p><p> Basically, it involves 1 feat, the burst fire feat. It allows you to fire five shots per attack roll and adding 1 more point of damage. Seems easy enough. The problem is, of course, that you need a weapon capable of firing those additional shots…soooo, you need Auto weapons. But the rate of fire for an AK-47 and a M134 Mini-Gun are radically different, forcing us to create a second class of weapon, the Heavy Auto. Heavy Auto weapons require a minimum strength to lift without a mount, you can’t move and shoot on the same round, but it does fire twice as many rounds as an auto weapon and does more damage depending on what tier your character is in. Not only that, we have dozens of powers (mostly Grounder) that specifically require Auto weapons and these powers carry additional effects based on if you wield an Auto or a Heavy Auto weapon. Auto weapons can be fired on the same round your character moves, but he suffers a penalty to hit if he does anything but shift (so if he fires and then attempts to move, he can shift only). We are simplifying it a bit here. There are a few more bits we haven’t mentioned (can’t tell you all the tricks, yet, right?). </p><p></p><p> What kinds of powers, you ask? Good question. The Grounder, though our heavy hitter, has two unique builds: One is a direct-fire on specific targets and the other lays down area effects. You can probably see where the Heavy Auto can come into play. Using combination of feats and powers, a Heavy Auto weapon has the potential of firing, quite literally, hundreds of rounds in a single standard action. Okay…not hundreds…maybe over a hundred…assuming you use a large area effect power…like this one:</p><p></p><p><strong>Clearing the Room Grounder Attack 13</strong></p><p><strong>Your weapon fires back so fast and so loudly, most enemies recoil just from the noise.</strong></p><p><strong>Encounter * Auto, Martial, Weapon </strong></p><p><strong>Standard Action Ranged 5</strong></p><p><strong>Target: </strong> One, two, or three creatures</p><p><strong>Attack: </strong>Dexterity vs. AC, three attacks</p><p><strong>Hit: </strong>1 [W] + Dexterity modifier damage and target is pushed back 2 squares. Targets that cannot move further back than 2 squares suffer an additional 2 [W] damage.</p><p><strong>Special:</strong> If you use a heavy auto weapon, targets are pushed back 4 squares and suffer additional damage if they cannot move further back than 4 squares.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4632441, member: 58907"] The last lingering threads of Amethyst were sewed into place today. How it is now is how it shall be. I didn’t realize until this week that a large part of our techan—and thus, our science-fiction element—is based entirely on the success of one new rule. Yes, we added lifepaths, but those were easy and seen in so many other games already (actually, I’ve only seen it in Forgotten Realms, but the statement is probably sound). Ranged weapons…we’re not breaking the system adding them in. No, the real test will be people’s response to autofire. The entire rapid-fire system is very very touchy and it was the most ardently tested of any new rules in the game. How would a system like 4ED incorporate rules for burst fire. You can’t just make it a power…it’s got to be more than that. But it also can’t be overly complicated. In the end, we used a combination of powers and feats to establish what we wanted. If successful, NeuroSpasta will incorporate this same mechanic. Basically, it involves 1 feat, the burst fire feat. It allows you to fire five shots per attack roll and adding 1 more point of damage. Seems easy enough. The problem is, of course, that you need a weapon capable of firing those additional shots…soooo, you need Auto weapons. But the rate of fire for an AK-47 and a M134 Mini-Gun are radically different, forcing us to create a second class of weapon, the Heavy Auto. Heavy Auto weapons require a minimum strength to lift without a mount, you can’t move and shoot on the same round, but it does fire twice as many rounds as an auto weapon and does more damage depending on what tier your character is in. Not only that, we have dozens of powers (mostly Grounder) that specifically require Auto weapons and these powers carry additional effects based on if you wield an Auto or a Heavy Auto weapon. Auto weapons can be fired on the same round your character moves, but he suffers a penalty to hit if he does anything but shift (so if he fires and then attempts to move, he can shift only). We are simplifying it a bit here. There are a few more bits we haven’t mentioned (can’t tell you all the tricks, yet, right?). What kinds of powers, you ask? Good question. The Grounder, though our heavy hitter, has two unique builds: One is a direct-fire on specific targets and the other lays down area effects. You can probably see where the Heavy Auto can come into play. Using combination of feats and powers, a Heavy Auto weapon has the potential of firing, quite literally, hundreds of rounds in a single standard action. Okay…not hundreds…maybe over a hundred…assuming you use a large area effect power…like this one: [B]Clearing the Room Grounder Attack 13 Your weapon fires back so fast and so loudly, most enemies recoil just from the noise. Encounter * Auto, Martial, Weapon Standard Action Ranged 5 Target: [/B] One, two, or three creatures [B]Attack: [/B]Dexterity vs. AC, three attacks [B]Hit: [/B]1 [W] + Dexterity modifier damage and target is pushed back 2 squares. Targets that cannot move further back than 2 squares suffer an additional 2 [W] damage. [B]Special:[/B] If you use a heavy auto weapon, targets are pushed back 4 squares and suffer additional damage if they cannot move further back than 4 squares. [/QUOTE]
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