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    Changing the rules (d20 Modern)

    the attack used to mean, you had that number of chances to hit only that many times per round. But when you add in range and account for each bullet then that meaning gets lost. By using feats (Double tap etc) and using the newer 2 SA per round idea for SW, then no matter what level you are you...
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    Changing the rules (d20 Modern)

    Construction rules for vehicles.
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    Star Wars Saga RPG: Square Book? WTF

    whats the word count per page compared to the older style books?
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    [Nexus] Quick combat overview

    :D If you want to see more of it and comment then please do. It is not up to date right now, I am adjusting it for a HPless game, except for vehicles and such, as can be seen above.
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    Is this a good idea or not?

    keeping it simple. the weapons act as say a longbow would, just they do more damage and its fire or such. Hum directed weapons v area... maybe area is like old hardness as its spread out and not concentrated.....
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    [Nexus] Quick combat overview

    yes I do this as well. I just see that DI is required for personal due to its lighter weight and structure compared to a bolted on hardened chassis for a vehicle. :D Is that the AC/ DR or DR/ DI? yer free form GM rules still live in all systems... yer, I am just building a system for all...
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    [Nexus] Quick combat overview

    yer... :D did you allow that for vehicle and personal? does it easily work? Did you dump hardness? I did as I see it as really a waste of time. I think that magical attacks are way different to normal elemental attacks, which are easily handled ad-hoc during the game.
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    Is this a good idea or not?

    That this basic model is not good for future type weapons. Sure a normal fire might not work well, but super heated plasma and concentrated laser fire damage will. And suddenly instead of a maybe this is an issue will normal elemental effects becomes this is happening all the time. So easier...
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    [Nexus] Quick combat overview

    lol...I had the same conculsion..see is this a good idea or not?
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    Is this a good idea or not?

    if a hit is big enough to damage the armour to penerate then that has to be included, as is the fact that armour gets bashed about but does not penerate. The burst damage is a reason i start to look at this, as if left as is would strip away armour due to amount of damage. It has only really...
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    Is this a good idea or not?

    From same SRD...page 20...you'll have to number all the pages to find it :) I used a percentage but the meaning is the same, half is 50% isn't it? This is an easy way for this to be set and not guessed. weirdly in d20 modern there is criticals to vehicles...and I allow this as well. I use...
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    Is this a good idea or not?

    and if the damage was 5, then its ignored. No armour damage at all.
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    Is this a good idea or not?

    This is only for vehicles as the armour is really not the same for personal in the way it will function but OK lets look at the example as is. DR is 10, DI is 5, as an example The DI only has an affect if the damage was 5, but since it was 13 then that DI does not happen. I have the armour...
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    Is this a good idea or not?

    yes thats like hardness but hardness is a % affect and only works on elemental types like fire and cold etc. I want it to be a static number, as 50% of 6 damage, is way different to 50% of 50 damage. And I want to include ballistic rounds etc yes I have armour damage to allow the skill repair...
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    Is this a good idea or not?

    I had a thought about damage reduction etc. now in vehicles attacks tend to bounce off or do minimial damage to the armour or get right through doing little damage to the armour really. So I had a thought. (PS I hate hardness!) Have a new DR called DI for vehicles (Damage Ingored) basically...
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    [Nexus] Quick combat overview

    nope not for me, all chat about problems and solutions is good. yer but a system needs to have a way of showing that damage can be ignored. but it also needs a way to show that the armour is getting chewed up as well. I suppose a DR to DI (damage ignored) might be the best way, but I need to...
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    Skill-based attacks.

    no you don't penalise you reward..A scientist is going to want to get certian feats and a mil guy others..thus they grow. So your saying that a scientist could not learn, notice I said learn as that implies skill, a weapon as well as a mil guy? Of course he can go shooting deer or out on a...
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    Skill-based attacks.

    you can use class abilites and feats to have that set that the mil type is better at weapons than the scientist. cross class skills are old school thought to force characters to go down that path set, be it as a fighter or rogue or such. Opening up the skills allows for a greater mix of...
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    Skill-based attacks.

    true if you remove BAB for a skill then you remove def bonus for a skill I dumped that bonus 1st up....and got rid of cross class as well. restrictive idea..
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