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GT and firearms?
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<blockquote data-quote="apoc527" data-source="post: 1811555" data-attributes="member: 10117"><p>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). </p><p></p><p>However, this is a threat about GT and firearms, so here's a question regarding them. </p><p></p><p>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. </p><p></p><p>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). </p><p></p><p>Anyway, thoughts on this matter? </p><p></p><p>(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. </p><p></p><p>Have you guys been through lots of gunfights with the GT rules? How have they worked out. Do they "feel right?"</p></blockquote><p></p>
[QUOTE="apoc527, post: 1811555, member: 10117"] 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?" [/QUOTE]
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