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<blockquote data-quote="Grendel_Khan" data-source="post: 8307879" data-attributes="member: 7028554"><p>I like those rules a lot, with the exception of the multiplied damage for extra attacks. As you noted, that can get pretty crazy, and I feel like extra attacks are maybe just better off as a melee thing, or a way to let people fire a couple of pistols in a turn, before (most likely) switching to melee.</p><p></p><p>But the +1d4 to hit vs armor/shields is, I think, a revelation. I hadn't thought about essentially reducing AC as a way to do armor-piercing. Only change I'd suggest there is to just do the same for light armor, too. I don't think leather armor is going to do much better against a bullet. But it sounds like you have your reasons for disincentivizing non-light armor, and I'm just steamrolling that.</p><p></p><p>In general, though, I think the dual-wielding, battlemaster, etc. stuff that you're rightly stressing about can just be chalked up to close-range melee carnage. A D&D-style Fighter would be terrifying in melee, and once that Fighter is in close, it should be hard for most enemy NPCs to fire at them without risking hitting their allies. Not sure how fiddly you want to get, but I could imagine that +1d4 vs. armor/shields disappearing in close combat, since knocking barrels aside and generally causing mayhem in the scrum seems appropriate.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8307879, member: 7028554"] I like those rules a lot, with the exception of the multiplied damage for extra attacks. As you noted, that can get pretty crazy, and I feel like extra attacks are maybe just better off as a melee thing, or a way to let people fire a couple of pistols in a turn, before (most likely) switching to melee. But the +1d4 to hit vs armor/shields is, I think, a revelation. I hadn't thought about essentially reducing AC as a way to do armor-piercing. Only change I'd suggest there is to just do the same for light armor, too. I don't think leather armor is going to do much better against a bullet. But it sounds like you have your reasons for disincentivizing non-light armor, and I'm just steamrolling that. In general, though, I think the dual-wielding, battlemaster, etc. stuff that you're rightly stressing about can just be chalked up to close-range melee carnage. A D&D-style Fighter would be terrifying in melee, and once that Fighter is in close, it should be hard for most enemy NPCs to fire at them without risking hitting their allies. Not sure how fiddly you want to get, but I could imagine that +1d4 vs. armor/shields disappearing in close combat, since knocking barrels aside and generally causing mayhem in the scrum seems appropriate. [/QUOTE]
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