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Everyday Heroes, The Rebirth Of d20 Modern: An Interview
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<blockquote data-quote="sigfried" data-source="post: 8624504" data-attributes="member: 1798"><p>That's something we talked a lot about early in design. 5e tends to be balanced for a limited set of weapons and modern weaponry is generally much more powerful than low-level fantasy armaments, and we didn't want to have any kind of weapons restrictions based on level as it felt too artificial.</p><p></p><p>We did a few things to address this, most of them are based on advice and tools for the GM to use. </p><p>1. We encourage the GM to decide on the setting and tone for the campaign and encourage players to stick with that. So if you are doing an adventure that is not based on gunplay or military-grade weapons, we want everyone in a session to be on the same page for that.</p><p>2. We outline the laws governing military hardware in the US and in other countries which limits access to some of the most powerful weapons, less so in the US than most countries admittedly.</p><p>3. We advise the players and GM that Everyday Heroes leans a bit more into offense than defense in terms of raw stats. We made cover more powerful in some ways to make gunfights more balanced in pacing and to be more realistic. An EH hero has a bit more damage but is a bit easier to hit than a typical 5e character. Combats tend to be a bit shorter in EH as a result.</p><p>4. Our NPCs for low level tend not to be armed with powerful weaponry, and we advise that GMs stick with that most of the time. If folks want to jump into a game with grenades and automatic weapons, we advise starting past level 1. (with the exception of a gritty/realistic military setting)</p><p>5. We made sure heroes that specialize in non-gun combat, especially unarmed, can be nearly or as effective as those who use firearms. Those not specialized in combat will mostly use guns because they are better by default, but the melee specialists will usually have special abilities that even them out.</p></blockquote><p></p>
[QUOTE="sigfried, post: 8624504, member: 1798"] That's something we talked a lot about early in design. 5e tends to be balanced for a limited set of weapons and modern weaponry is generally much more powerful than low-level fantasy armaments, and we didn't want to have any kind of weapons restrictions based on level as it felt too artificial. We did a few things to address this, most of them are based on advice and tools for the GM to use. 1. We encourage the GM to decide on the setting and tone for the campaign and encourage players to stick with that. So if you are doing an adventure that is not based on gunplay or military-grade weapons, we want everyone in a session to be on the same page for that. 2. We outline the laws governing military hardware in the US and in other countries which limits access to some of the most powerful weapons, less so in the US than most countries admittedly. 3. We advise the players and GM that Everyday Heroes leans a bit more into offense than defense in terms of raw stats. We made cover more powerful in some ways to make gunfights more balanced in pacing and to be more realistic. An EH hero has a bit more damage but is a bit easier to hit than a typical 5e character. Combats tend to be a bit shorter in EH as a result. 4. Our NPCs for low level tend not to be armed with powerful weaponry, and we advise that GMs stick with that most of the time. If folks want to jump into a game with grenades and automatic weapons, we advise starting past level 1. (with the exception of a gritty/realistic military setting) 5. We made sure heroes that specialize in non-gun combat, especially unarmed, can be nearly or as effective as those who use firearms. Those not specialized in combat will mostly use guns because they are better by default, but the melee specialists will usually have special abilities that even them out. [/QUOTE]
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