Lysander
First Post
Just got the book yesterday and I'm still absorbing it, but I thought I'd throw out a few of my initial questions:
I really like the firearms section, which I understand is similiar to Spycraft, which I've looked at but don't own. I do have a few questions, however.
> There are two different methods described for handling a critical hit with autofire; either only double the damage of the first volley, or treat the d20 of the attack roll like an "exploding" die (reroll all 20's and add the result), resulting in more successful hits. These aren't presented as variants; I'm assuming the latter option is the preferred, and the former is some holdover from Manyshot or someplace. I'd just like clarification on this point, as I anticipate questions from my players.
>Also, Burst Fire is a standard action in the firearms section, but the Improved Burst Fire feat talks about the "bust-fire attack action." So does the feat lessen the time it takes to perform a burst, or is the text in the Burst Fire section incorrect? I assume the latter, b/c I don't see any reason to disallow multiple bursts on a full-attack action from a character with high enough BAB.
I'm also a bit confused about the Master Eldritch Flow talent. Why would anyone increase the spell burn die? The only reason I can see is to lower your chances of rolling ones, but this seems offset by the greater potential spell burn total and the reduced chance to roll max and improve the spell. What am I missing?
Overall though I love the book and it's exactly what I've been looking for. My group recently suffered through a doomed DnD campaign followed quickly by a promising but short-lived romp in Modern, and Grim Tales seems to be the perfect mix of the best of both worlds. I've already been inspired in so many ways. Finally I feel capable of molding the rules to fit the kind of story I want, instead of awkwardly bumbling through the reverse. Kudos!
I really like the firearms section, which I understand is similiar to Spycraft, which I've looked at but don't own. I do have a few questions, however.
> There are two different methods described for handling a critical hit with autofire; either only double the damage of the first volley, or treat the d20 of the attack roll like an "exploding" die (reroll all 20's and add the result), resulting in more successful hits. These aren't presented as variants; I'm assuming the latter option is the preferred, and the former is some holdover from Manyshot or someplace. I'd just like clarification on this point, as I anticipate questions from my players.
>Also, Burst Fire is a standard action in the firearms section, but the Improved Burst Fire feat talks about the "bust-fire attack action." So does the feat lessen the time it takes to perform a burst, or is the text in the Burst Fire section incorrect? I assume the latter, b/c I don't see any reason to disallow multiple bursts on a full-attack action from a character with high enough BAB.
I'm also a bit confused about the Master Eldritch Flow talent. Why would anyone increase the spell burn die? The only reason I can see is to lower your chances of rolling ones, but this seems offset by the greater potential spell burn total and the reduced chance to roll max and improve the spell. What am I missing?
Overall though I love the book and it's exactly what I've been looking for. My group recently suffered through a doomed DnD campaign followed quickly by a promising but short-lived romp in Modern, and Grim Tales seems to be the perfect mix of the best of both worlds. I've already been inspired in so many ways. Finally I feel capable of molding the rules to fit the kind of story I want, instead of awkwardly bumbling through the reverse. Kudos!