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Adjustments For d20 Weapons Locker
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<blockquote data-quote="Guild Master" data-source="post: 2282664" data-attributes="member: 32610"><p>Adjustments For d20 Weapons Locker </p><p></p><p>This last month marked a moment d20 Modern players around the world </p><p>had been anticipating since the release of the game: the official </p><p>d20 Weapons Locker. Few words could describe the hope I held for </p><p>this book, fewer still the depth of my disappointment. </p><p></p><p>Perhaps I was naive, but I had hoped for a book that gave </p><p>life and breath to my weapons of choice, a supplement worthy of the </p><p>game I believe to be quite close to gaming perfection. What we as a </p><p>community received, instead, was a pitiful rehash of unimaginative, </p><p>and frankly incorrect, statistics packaged in beautiful (and quite </p><p>durable, I might add) hard cover. This thirty dollar "Apple from </p><p>Eden" has a pretty and pristine shell holding nothing but rot and </p><p>ruin inside. </p><p></p><p>Sometime after the haze of my despair had departed enough </p><p>for a fog of anger to take hold, I found myself lamenting the evils </p><p>of this fraudulent manual to my dear sister. As the much more </p><p>intelligent party in this set of siblings, she pointed out that I </p><p>remember (and put to use) the venerated Golden Rule of Gaming: </p><p>"If something doesn't work, change it!" What follows is a set of </p><p>ballistic damage rules that are more descriptive of real world </p><p>weaponry, and the effect said weaponry has when used on living </p><p>tissue. </p><p></p><p></p><p>Damage Statistics by Caliber: </p><p>"Guns don't kill People... Bullets kill People." </p><p>--Unknown </p><p></p><p>According to the d20 Modern system, as written, the vast </p><p>majority of handguns do exactly the same amount of damage, </p><p>regardless of the weapon's caliber. This is simply an </p><p>unrealistic and undereducated view. If a .45ACP and a .22LR possessed exactly the same effect, then LPD would be packing high-capacity .22's. </p><p>Like it or not, bullet size matters. However, the game mechanics do </p><p>not accurately portray this. I suggest the following stats, based </p><p>on caliber, for handguns. </p><p></p><p></p><p>KB = Knock Back (see below) </p><p>These statistics take into account several different </p><p>wounding factors, the most (or least, depending upon your point of </p><p>view) desirable being Permanent Wound Cavity (the volume of space </p><p>within the Target's body after the body's natural elasticity </p><p>has returned it's shape to "normal") and the resulting Bleed </p><p>Wound Area (the internal surface area of the wound, which is directly related to how fast a Target will "bleed out", thus depriving the </p><p>Target's brain of vital oxygen). To a lesser extent, Temporary Cavity (wound volume measured before elasticity has readjusted shape), probability of Full-Metal Jacket round fragmentation and (in the larger, faster calibers) Hydrostatic Shock (the amount of pressure and resulting organ damage due to the "shock wave" that created the </p><p>Temporary Cavity) are also incorporated. Psychological effects are not touched upon. </p><p></p><p>A new mechanical effect incorporated into the stats is Knockback. Knockback is the essential probability that a subject will be moved by the direct impact of a ballistic round. In small arm weapons, Knockback only occurs within the first range increment (with the exception of the 454 Cassul, which is treated as a "Longarm" in regards to Knockback). In longarms, Knockback is viable in the first two range increments. Knockback only applies if the Target took Wound damage from the hit. To resolve a Knockback check, the Attacker and the Target make an Opposed d20 roll. The Target adds his Strength modifier to his roll, the Attacker adds one half the wound damage from the hit (rounded up) as a modifier to his roll. If the roll ends in the Target's favor, the Target is not moved. If the roll ends in the Attacker's favor, the Target is moved back 5 ft. If the Attacker's roll surpassed the </p><p>Target's by a margin of ten or greater, th! e Target is moved 10 ft. instead of 5. The effect ends in the Target being moved the appropriate </p><p>distance and transposed to a Prone state (ignore the Prone effect if </p><p>the Target was not moved). </p><p></p><p>Long arm stats are listed on the table below. Again, the </p><p>stats are reflective of the general wound ballistic data available </p><p>from various law enforcement agencies. Please note that some of the </p><p>calibers are considered to be traditional "pistol calibers" </p><p>(i.e.: .45ACP). This new damage stat reflects the additional </p><p>velocity, and potential wound energy, of firing the round out of a </p><p>longer barrel, as in the case of a carbine. However, Knockback is </p><p>still handled as if the weapon in question was a "small arm". </p><p></p><p>Of special note on this table is the .50 cal BMG round. To </p><p>effectively use a weapon chambering this round, the Attacker must </p><p>possess a minimum Strength and Constitution score of 13. If </p><p>Strength score is under 16, the Attacker may only use the weapon </p><p>while in the prone position. With a score of 16 or higher, the </p><p>Attacker may use the weapon as any other long arm, provided he is </p><p>able to brace himself properly. Failure to brace or support himself </p><p>properly (GM's discretion) may result in a damage roll of 1d4 to </p><p>3d4 points of Wound damage to the Attacker. </p><p></p><p>Exotic Ammunitions: </p><p>A Special gift for a Special Someone. or What to get for the Monster that has Everything. </p><p></p><p>Specialty ammunition applies modifiers and effects to the damage roll of a weapon. These modifiers effects are only applied in case of resulting Wound damage to the Target. If only Vitality damage occurs, treat the damage roll as standard for the weapon's caliber. Damage modifiers are listed in order of effect against No Armor/Light/Medium/Heavy. </p><p></p><p></p><p></p><p>* The AP (Armor Piercing) Effect reduces a Target's armor </p><p>benefits by two categories before damage is applied to the </p><p>Target's Wound Points. </p><p></p><p>Shotguns: </p><p>"What to use when you wanna kill every mutha-f@#ker in the room... accept no substitutes." -- Samuel L. Jackson </p><p></p><p>One of the most versatile personal weapons on the modern </p><p>battlefield is the Shotgun. Though many variations of this weapon </p><p>exist, I will focus on the two most prevalent in combat scenarios: </p><p>the 12 gauge and the 10 gauge. Though the 12 has a larger numerical </p><p>value, the 10 has a larger bore size, and therefore, a greater </p><p>potential wound factor. The table below lists damage stats for </p><p>these two weapons using their two most common ammunitions. </p><p></p><p></p><p></p><p>Shot refers to shell loads of 27 to 32 ball bearings. Slug </p><p>refers to a single large caliber ball. Weapons using Shot increase </p><p>their Critical Threat range to 18-20, weapons loaded with Slugs do </p><p>not alter their Threat range. Knockback is handled as per Longarms </p><p>(first two range increments). </p><p></p><p>Shotguns also have a number of exotic ammunitions available </p><p>for use. </p><p></p><p>*The Fire Effect on the Incendiary round should be treated </p><p>as a Flame Thrower with a max. range of 10 feet and a duration of </p><p>the Attacker's attack action. </p><p></p><p>Conclusion </p><p></p><p>Well, there you have it, Real World stats for most of the </p><p>common calibers and exotic ammos. I'm sure I'll be adding to </p><p>the </p><p>list as time progresses, but until then keep your weapons loaded, </p><p>your safeties off, and your heads down... and have a good time! </p><p></p><p>Reference Sources </p><p></p><p>FBI Wound Ballistic Evaluation by F.B.I., July 1988 </p><p></p><p>Handgun Wounding Factors and Effectiveness by Special Agent UREY W. </p><p>PATRICK 1989 </p><p><a href="http://www.firearmstactical.com/hwfe.htm" target="_blank"><span style="color: #006699">http://www.firearmstactical.com/hwfe.htm</span></a> </p><p></p><p>INS National Firearms Ballistic Gelatin Test Protocol 1998 </p><p><a href="http://www.firearmstactical.com/tacticalbriefs/volume4/number" target="_blank"><span style="color: #006699">http://www.firearmstactical.com/tacticalbriefs/volume4/number</span></a> </p><p>1/article412.htm</p></blockquote><p></p>
[QUOTE="Guild Master, post: 2282664, member: 32610"] Adjustments For d20 Weapons Locker This last month marked a moment d20 Modern players around the world had been anticipating since the release of the game: the official d20 Weapons Locker. Few words could describe the hope I held for this book, fewer still the depth of my disappointment. Perhaps I was naive, but I had hoped for a book that gave life and breath to my weapons of choice, a supplement worthy of the game I believe to be quite close to gaming perfection. What we as a community received, instead, was a pitiful rehash of unimaginative, and frankly incorrect, statistics packaged in beautiful (and quite durable, I might add) hard cover. This thirty dollar "Apple from Eden" has a pretty and pristine shell holding nothing but rot and ruin inside. Sometime after the haze of my despair had departed enough for a fog of anger to take hold, I found myself lamenting the evils of this fraudulent manual to my dear sister. As the much more intelligent party in this set of siblings, she pointed out that I remember (and put to use) the venerated Golden Rule of Gaming: "If something doesn't work, change it!" What follows is a set of ballistic damage rules that are more descriptive of real world weaponry, and the effect said weaponry has when used on living tissue. Damage Statistics by Caliber: "Guns don't kill People... Bullets kill People." --Unknown According to the d20 Modern system, as written, the vast majority of handguns do exactly the same amount of damage, regardless of the weapon's caliber. This is simply an unrealistic and undereducated view. If a .45ACP and a .22LR possessed exactly the same effect, then LPD would be packing high-capacity .22's. Like it or not, bullet size matters. However, the game mechanics do not accurately portray this. I suggest the following stats, based on caliber, for handguns. KB = Knock Back (see below) These statistics take into account several different wounding factors, the most (or least, depending upon your point of view) desirable being Permanent Wound Cavity (the volume of space within the Target's body after the body's natural elasticity has returned it's shape to "normal") and the resulting Bleed Wound Area (the internal surface area of the wound, which is directly related to how fast a Target will "bleed out", thus depriving the Target's brain of vital oxygen). To a lesser extent, Temporary Cavity (wound volume measured before elasticity has readjusted shape), probability of Full-Metal Jacket round fragmentation and (in the larger, faster calibers) Hydrostatic Shock (the amount of pressure and resulting organ damage due to the "shock wave" that created the Temporary Cavity) are also incorporated. Psychological effects are not touched upon. A new mechanical effect incorporated into the stats is Knockback. Knockback is the essential probability that a subject will be moved by the direct impact of a ballistic round. In small arm weapons, Knockback only occurs within the first range increment (with the exception of the 454 Cassul, which is treated as a "Longarm" in regards to Knockback). In longarms, Knockback is viable in the first two range increments. Knockback only applies if the Target took Wound damage from the hit. To resolve a Knockback check, the Attacker and the Target make an Opposed d20 roll. The Target adds his Strength modifier to his roll, the Attacker adds one half the wound damage from the hit (rounded up) as a modifier to his roll. If the roll ends in the Target's favor, the Target is not moved. If the roll ends in the Attacker's favor, the Target is moved back 5 ft. If the Attacker's roll surpassed the Target's by a margin of ten or greater, th! e Target is moved 10 ft. instead of 5. The effect ends in the Target being moved the appropriate distance and transposed to a Prone state (ignore the Prone effect if the Target was not moved). Long arm stats are listed on the table below. Again, the stats are reflective of the general wound ballistic data available from various law enforcement agencies. Please note that some of the calibers are considered to be traditional "pistol calibers" (i.e.: .45ACP). This new damage stat reflects the additional velocity, and potential wound energy, of firing the round out of a longer barrel, as in the case of a carbine. However, Knockback is still handled as if the weapon in question was a "small arm". Of special note on this table is the .50 cal BMG round. To effectively use a weapon chambering this round, the Attacker must possess a minimum Strength and Constitution score of 13. If Strength score is under 16, the Attacker may only use the weapon while in the prone position. With a score of 16 or higher, the Attacker may use the weapon as any other long arm, provided he is able to brace himself properly. Failure to brace or support himself properly (GM's discretion) may result in a damage roll of 1d4 to 3d4 points of Wound damage to the Attacker. Exotic Ammunitions: A Special gift for a Special Someone. or What to get for the Monster that has Everything. Specialty ammunition applies modifiers and effects to the damage roll of a weapon. These modifiers effects are only applied in case of resulting Wound damage to the Target. If only Vitality damage occurs, treat the damage roll as standard for the weapon's caliber. Damage modifiers are listed in order of effect against No Armor/Light/Medium/Heavy. * The AP (Armor Piercing) Effect reduces a Target's armor benefits by two categories before damage is applied to the Target's Wound Points. Shotguns: "What to use when you wanna kill every mutha-f@#ker in the room... accept no substitutes." -- Samuel L. Jackson One of the most versatile personal weapons on the modern battlefield is the Shotgun. Though many variations of this weapon exist, I will focus on the two most prevalent in combat scenarios: the 12 gauge and the 10 gauge. Though the 12 has a larger numerical value, the 10 has a larger bore size, and therefore, a greater potential wound factor. The table below lists damage stats for these two weapons using their two most common ammunitions. Shot refers to shell loads of 27 to 32 ball bearings. Slug refers to a single large caliber ball. Weapons using Shot increase their Critical Threat range to 18-20, weapons loaded with Slugs do not alter their Threat range. Knockback is handled as per Longarms (first two range increments). Shotguns also have a number of exotic ammunitions available for use. *The Fire Effect on the Incendiary round should be treated as a Flame Thrower with a max. range of 10 feet and a duration of the Attacker's attack action. Conclusion Well, there you have it, Real World stats for most of the common calibers and exotic ammos. I'm sure I'll be adding to the list as time progresses, but until then keep your weapons loaded, your safeties off, and your heads down... and have a good time! Reference Sources FBI Wound Ballistic Evaluation by F.B.I., July 1988 Handgun Wounding Factors and Effectiveness by Special Agent UREY W. PATRICK 1989 [url="http://www.firearmstactical.com/hwfe.htm"][color=#006699]http://www.firearmstactical.com/hwfe.htm[/color][/url] INS National Firearms Ballistic Gelatin Test Protocol 1998 [url="http://www.firearmstactical.com/tacticalbriefs/volume4/number"][color=#006699]http://www.firearmstactical.com/tacticalbriefs/volume4/number[/color][/url] 1/article412.htm [/QUOTE]
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