HeapThaumaturgist
First Post
Bah. I don't even think the WotC designers use those Nonlethal rules. D&D style all the way, here.
As for Autofire ... it's a stinky goat to handle. You can autofire on an area without the feat ... the DC is low and the -4 isn't horrible. It's the DC 15 that I always found odd, as it meant that no matter HOW GOOD the enemy firing on you was, at some point, you would be totally immune to autofire.
Which is, really, the failing of almost all autofire rules. They make firing more bullets down-range harder to do than firing one bullet from the hip. If that were truly the case, nobody would use automatic weapons.
I like Grim Tales rules, which I think are also Spycraft 1.0's rules, where you can fire a burst for a +1 circumstance bonus to hit, or you can attack multiple squares at -2 per-extra-square with a burst per square, OR you can try to put them all into the same guy, but I forget that rule. I've never particularly liked the Hose A Guy function ... seems more movie than reality.
I like multiple bursts at the same target offering a better chance to do SOME damage, than a lessening chance to do LOTS of damage.
This came up alot in our Star Wars game ... where, for some reason, the more bullets you fire at one area the less likely you are to hit ANYTHING in that area. So I've been tinkering with the rules. I use a Single Shot / Burst / Auto system where you get a +0/+1/+2 circumstance on attack rolls ... and, because SW is heroic and nobody wants to track blaster charges (especially for mooks) their "Oh No, Out Of Bullets" chance comes up on a natural 1 / 2 / 3.
I.E. Mook 1 shoots on full auto at Jedi 1. He gets a +2 Circumstance bonus on the attack roll, but if he rolls a 1, 2, or 3 he'll run out of ammo and have to reload on the next round.
I also never liked that d20Modern's autofire rules, for a broad "Beaten Zone" suddenly changed systems ... it goes from an attack-roll system to a saving-throw system ... which really messes with all kinds of different special abilties and feats.
--fje
As for Autofire ... it's a stinky goat to handle. You can autofire on an area without the feat ... the DC is low and the -4 isn't horrible. It's the DC 15 that I always found odd, as it meant that no matter HOW GOOD the enemy firing on you was, at some point, you would be totally immune to autofire.
Which is, really, the failing of almost all autofire rules. They make firing more bullets down-range harder to do than firing one bullet from the hip. If that were truly the case, nobody would use automatic weapons.
I like Grim Tales rules, which I think are also Spycraft 1.0's rules, where you can fire a burst for a +1 circumstance bonus to hit, or you can attack multiple squares at -2 per-extra-square with a burst per square, OR you can try to put them all into the same guy, but I forget that rule. I've never particularly liked the Hose A Guy function ... seems more movie than reality.
I like multiple bursts at the same target offering a better chance to do SOME damage, than a lessening chance to do LOTS of damage.
This came up alot in our Star Wars game ... where, for some reason, the more bullets you fire at one area the less likely you are to hit ANYTHING in that area. So I've been tinkering with the rules. I use a Single Shot / Burst / Auto system where you get a +0/+1/+2 circumstance on attack rolls ... and, because SW is heroic and nobody wants to track blaster charges (especially for mooks) their "Oh No, Out Of Bullets" chance comes up on a natural 1 / 2 / 3.
I.E. Mook 1 shoots on full auto at Jedi 1. He gets a +2 Circumstance bonus on the attack roll, but if he rolls a 1, 2, or 3 he'll run out of ammo and have to reload on the next round.
I also never liked that d20Modern's autofire rules, for a broad "Beaten Zone" suddenly changed systems ... it goes from an attack-roll system to a saving-throw system ... which really messes with all kinds of different special abilties and feats.
--fje