Anyone familiar with d20 Modern?

genshou said:
That's true, but swinging a sword and firing an autoloader only follow the same rules because that's how the d20 Modern designers decided it would work. In reality, the main reason I'd be deadlier with a gun rather than a sword is because of rate of fire. I just wish there was a balanced way to simulate that in d20 System.

Not really. Some research and things I've seen suggest that people tend to waste a whole lot of ammunition when they get in a "real" gunfight.

A person can squeeze off six rounds in six seconds and hit a target with every one.

A person can swing a sword six times in six seconds and hit a target with every swing.

But in an actual gunfight, even "trained" and "experienced" shooters can't hit the broad side of a barn. Adrenaline and other primal fear triggers hype the body up to the point where broad motor functions are quickened ... running, jumping, lifting. Fine motor control goes right out the window. One of the best descriptions of this that I can think of is on the "Unsolved History" bit from Discovery on the shootout at the OK Corral. Six (shooting, I think, eight present) people less than fifteen feet apart, around 30 shots fired, and only 9 hits ... two of those with a shotgun.

--fje
 

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i just want to air that autofire and strafe have their practical areas, that is when you want to hit more then one target with a single attack (like say 2-4 targets in a 10x10 area with autofire, or a row of people with strafe).

allso, with the burst feat, autofire becomes a extra strong double tap (even more so with a 3 round burst weapon as you waste 2 less rounds).

the first machineguns where basicly used for strafe like fire. you would just pass the stream of bullets back and forth over a area and make it dangerus to pass thru it. this is why WW1 was so deadly, there was no effective defense against this until the tank came into use.

one thing you could do with autofire and strafe is to rule that the effect stays in place until the next round of the person firing (if its the only thing done that round). that way you use it to deny a enemy passage. like say firing autofire into a hallway to deny the enemy the use of it, unless they are willing to risk being hit.

hmm, im not fully familiar with the "hail of bullets feat" but i would allow it to combo with the burst fire one. so that as long as a person have atleast 5 round in the gun and its a semi-auto, he could hail of bullets and burst to do +2D damage with a -4 to hit.

if any of this have been coverd before im sorry as i mostly skimmed the thread...
 

hobgoblin said:
one thing you could do with autofire and strafe is to rule that the effect stays in place until the next round of the person firing (if its the only thing done that round). that way you use it to deny a enemy passage. like say firing autofire into a hallway to deny the enemy the use of it, unless they are willing to risk being hit.
I tried this out last night with a d20 Future session and it worked fairly well. They might have to make more use of the rule next session when there will be a lot more personnel for the PCs' mechs to keep from reaching the hangars. :]
 

glad it worked as it as just a "spur of the moment" creation. one may have to tweak the ammo use of is as its in effect for a longer time then the autofire normaly is (if i have understood the rules right).
 

That is correct. I required the use of 40 bullets, which wasn't a problem since the Reaver-class mech carries an on-board capacity of 250 linked bullets. When the cavalry starts arriving in the dropships, though, ammo conservation will start to matter more. :]
 

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