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<blockquote data-quote="DEFCON 1" data-source="post: 7993302" data-attributes="member: 7006"><p>Easiest way to simulate firearms in a near-future setting using 5E rules is for every PC to have only one hit die and 1st level hit points that never go up (except when you increase your CON). And then you make all firearms "wands of lightning bolts" and grenades "wands of fireballs". With every gunshot and explosion doing 8d6 in damage, almost all characters will get one-shotted to 0 HP when they are hit or are caught in the explosion (as they should be) and will begin bleeding out immediately.</p><p></p><p>Combat will run much differently when players realize fighting is no longer slogs of hit point attrition, and instead it's more likely one-and-done. Getting into cover and out of line-of-sight becomes hugely more important, and anything that can grant you Temp HP or increase defenses is a necessity if you wish to survive. And on top of all of that, the combat mini-game drops greatly in importance for what your game is about, because no one will survive that long if they keep getting into pointless firefights just because it's "something to do". Social and Exploration pillars will need to take a much more prominent position in what the players do.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7993302, member: 7006"] Easiest way to simulate firearms in a near-future setting using 5E rules is for every PC to have only one hit die and 1st level hit points that never go up (except when you increase your CON). And then you make all firearms "wands of lightning bolts" and grenades "wands of fireballs". With every gunshot and explosion doing 8d6 in damage, almost all characters will get one-shotted to 0 HP when they are hit or are caught in the explosion (as they should be) and will begin bleeding out immediately. Combat will run much differently when players realize fighting is no longer slogs of hit point attrition, and instead it's more likely one-and-done. Getting into cover and out of line-of-sight becomes hugely more important, and anything that can grant you Temp HP or increase defenses is a necessity if you wish to survive. And on top of all of that, the combat mini-game drops greatly in importance for what your game is about, because no one will survive that long if they keep getting into pointless firefights just because it's "something to do". Social and Exploration pillars will need to take a much more prominent position in what the players do. [/QUOTE]
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