ChrisWaller
First Post
Could any one give me an idea of how firearms are handled under the GT rules? Did Wulf use the d20 Modern approach or cook up something else?
Victim said:GT's firearms rules are most like Spycraft's. The suppression, covering, burst autofire and strafe manuevers are pulled pretty much straight from Spycraft.
Wulf Ratbane said:Yep. d20Modern was... unsatisfactory.
apoc527 said:Here's a question. I started a d20 Modern game using the old X-com: UFO Defense game as a campaign setting. It's going well so far (only played once), and I'm planning on picking up GT so I can ditch the AdC's entirely (the whole thing with PrC's and AdC's just "pollutes" the fine concept of d20 Modern's 6 base classes).
However, this is a threat about GT and firearms, so here's a question regarding them.
The Burst Fire mechanic...it's a beast, we all know that. Here's my problem with a straight adoption of the one from Spycraft for a game that uses HP and Massive Damage. The +2 damage bonus from Spycraft works in Spycraft because the game uses a VP/WP system. The idea was that automatic weapons shouldn't necessarily wear down a character's VP that much faster than firing single shots, so they limited the damage to +2. Against the WP, which is a more or less static number, the +2 is pretty powerful.
Now, in GT, which presumably (my copy hasn't arrived at the FLGS yet) uses a HP/Massive Damage System (judging from the other posts around here), doesn't that +2 damage bonus become meaningless? +2 DICE of damage (like original d20 Modern) works well because it creates an increased liklihood of triggering Massive Damage (admittedly, I haven't see how GT handles increased levels of lethality...perhaps I need to look at that).
Anyway, thoughts on this matter?
(It matters to me, because of an incident last night in the game. The players were playing Ordinaries for a little while as part of the introduction to the campaign. They were there to get killed when alien-made human cyborgs burst out of a black Chevy Astro and started shooting. Anyway, these cyborgs had the same stats (for purposes of this story) as the Mid-level Mercenary out of the Menace Manual. Basically, a +8 to ranged attacks with their AK-47's. I am using a rule from a Fading Suns d20 product, though I think I'm going to change it somewhat, that essentially allows three kinds of burst fire: 3 round, 6 round, and 12 round. This gets you a +1/2/3 DICE bonus to damage. Now, in order to get any kind of real effect, I had to use 12 round bursts on these Ordinaries. That's kind of silly. Well, at least against the Strong 3/Tough 3 Ordinary. He had lots of HP and a Con of 15 or so.
Have you guys been through lots of gunfights with the GT rules? How have they worked out. Do they "feel right?"