About to take the D20 M plunge!


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Similar things happen to NYC... how exactly do three un- or underemployeed 20-something women afford a 18,000 sq. ft. apartment in Manhattan? (Oh, I know, they cheat the Wealth system! )

Well there is only one way I can think of and I can't quite post it here. =op

NYC apartments are too damned expensive. Even in the burbs living is too damned expensive, specially in NJ.
 

Dareoon Dalandrove said:
I can have some characters for you later (as in midnight) tonight if that's what your looking for. Let me know what you have in mind. I can also send you some villians and mooks (i don't like using the ones from the book). let me know.

I'm interested in the villains and mooks, too. Are the mooks like the archetypes from the book? Anyway, I'd be happy if you could post them.

I've also made two archetypes: the mercenary (strong/tough) and the sniper (fast/dedicated), the former one being usable for terrorists, soldiers, and the like, by switching the weapons for something else. See below
 

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Fun stuff learned along the way...

1) I now know why I will never be able to run any kind of long-running Modern campaign -- I suck at coming up with ideas. Even for one measly adventure I couldn't do it. So I fell back on an old Alternity adventure I wrote a few years back and updated that. I wish the Future rules were here, because I had ideas for sci-fi adventures...

2) It took me a long time to figure out that there were feats that could make unarmed combat actually do something. If you have to beat a typical CON score (10) with a d3+something punch, you're never going to knock someone out. But the feats that increase unarmed damage and allow more frequent critical hits make that work a little better. Still think I would have prefered a vitality/wound model better in this case.

3) The vehicle rules look intimidating. Help me out here: let's say the heroes are in a small car, driving through the streets, and they hit a garbage dumpster. The car takes damage from the collision, but because the heroes have 3/4 cover from being in the car they take no damage? I must be missing something.

4) I know nothing about guns. They all seem alike to me. :)

5) for a one-shot game, the heroes have way too many action points. I'm gonna only give out 2 to each character.

Anyway, the game is tomorrow. I'll let you know how it goes.
 

Also, beware of frag grenades. They are nasty, especially with the MD rules. For those who don't want to look it up, frag grenades do 4d6, save for half, to everything in a 20' radius, ouch.

This came up when we were playtesting Countdown, and one of the PCs took out 8 Iraqi guards with one grenade, and then later, took out 10 Al-Qaeda terrorists with another one.

Hyrum.
 

KaeYoss- I can post them tomorrow night.

Eric- I don't really like the vehicle rules (altough they are pretty easy to learn). I think that the collision rules are their so that if your being sideswipped by a car the people inside don't take damage. If your in an accident and would like them to take dmg look at the speed they were going and use that as a referene. as for the AP give them half of what they would have at that lvl. I think that is a good medium. If your playing a one shot it allows for enough craziness but still it's not one for every roll.
 

EricNoah said:
Fun stuff learned along the way...

1) I now know why I will never be able to run any kind of long-running Modern campaign -- I suck at coming up with ideas. Even for one measly adventure I couldn't do it. So I fell back on an old Alternity adventure I wrote a few years back and updated that. I wish the Future rules were here, because I had ideas for sci-fi adventures...

Hm... I think this is one of those rare occasions where one can actually advise someone to watch action movies and series to learn something :).

Compare your campaign style to movies and TV shows out there and then watch them. Before you don't have any ideas, have other people's. Or use it as inspiration. Some players might actually like getting a go at that high-tech computer raid Tom Cruise attempted (and succeeded at) in Mission: Impossible, to see if they can make it. And if you contribute your own ideas, it will become something quite enjoyable, I think.

2) It took me a long time to figure out that there were feats that could make unarmed combat actually do something. If you have to beat a typical CON score (10) with a d3+something punch, you're never going to knock someone out. But the feats that increase unarmed damage and allow more frequent critical hits make that work a little better. Still think I would have prefered a vitality/wound model better in this case.

Hm... VP/WP, with the high regeneration rate of the VP would get rid of the problem with healing. But with the massive damage threshold it rather well emulates the threat a critical hit can do in VP/WP systems (and I'm actually bothered on the damage potential of light sabres and the way crits are implemented in Star Wars: have some more levels of Jedi and score a crit, and the damage you deal will probably exceed the WP a character can have...)

3) The vehicle rules look intimidating. Help me out here: let's say the heroes are in a small car, driving through the streets, and they hit a garbage dumpster. The car takes damage from the collision, but because the heroes have 3/4 cover from being in the car they take no damage? I must be missing something.

Yes: having three quarters cover given by the vehicle, you avoid the damage from a collision. Remember that the rules aren't wholly realistic, but much more cinematic, and we have seat belts and air bags and all that. But changing it to one tenth damage taken by the vehicle will probably be all right.

4) I know nothing about guns. They all seem alike to me. :)

Got Ultramodern Firearms d20? It's got a glossary of terms used when talking about weapons, like bolt action, bullpup, carbine, and semiautomatic. Also, the weapons there get more than the technical info: info on its history, predecessors, specialities, and only some of that transfers to actual rules changes. It's written more for gamers than for gunners, though.

If you don't have it and don't wanna get it (or nobody has just sent it to you ;)) you really don't need more info than there is in the core rules. You have prices for the ammo, so why bother whether the 7.62mm ammo the weapon uses is the standard issue or some special stuff the Russian weapons use? Why care whether the gun is ambidextrous, how many levers it needs to operate? Who gives a damn whether the gun's gas operated or double-action? The rules usually don't, they just care about things like damage, range, rate of fire and size. They don't overdo the technical stuff in movies, either (the most "technical" description in an action flic I remember is from Red Alert, where the hero explains to the gogo-girl where she can switch the rifle from semi-auto fo autofire....)

5) for a one-shot game, the heroes have way too many action points. I'm gonna only give out 2 to each character.

Yea, I noticed that: I made a one-shot and they had 25 points - for one, maybe two sessions (it now looks that it will remain at that one evening, and that wasn't very long). But they still have most of their AP, since it has to enter their heads first that they have those things. I think the only character that used more than one was the NPC that was part of the party.

Anyway, the game is tomorrow. I'll let you know how it goes.

You do that.

And if you want to know anything about weapons: just ask, I think we have enough enthusiasts on board, and quite a few members play counter-strike, so you'll get an answer to most questions, maybe even all of them.
 

Also, beware of frag grenades. They are nasty, especially with the MD rules. For those who don't want to look it up, frag grenades do 4d6, save for half, to everything in a 20' radius, ouch.

This is why soldiers are train to keep a 5 meter interval on march and most of the time in combat. Modern weapons expand the battlefield from our usual concept of DnD combat, especially explosives.
 


Good luck Eric!! I recently started our group's first d20M campaign and it went fantastically well. In fact, it was probably the best roleplaying our group has collectively done in ages, and everybody seemed energized by the shift in games and genres. I hope your experience is as positive as mine was :)!!
 

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