Anyone tried Halo with D20 Future?

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
 

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HeapThaumaturgist said:
Bah. I don't even think the WotC designers use those Nonlethal rules.

Given the fact that references to the D&D style rules frequently tend to sneak into d20 modern supplements, I would tend to agree.
 

What exactly are the autofire rules? I've been attempting to set up a campaign featuring the Colonial Marines (from Aliens) and I've been wondering how to handle the automatic weapons, such as the M41 A and the Smartgun. Any help would be appreciated, thanks.
 

Again, WHAT autofire rules?

The d20 modern ones are thus:
Autofire
If a ranged weapon has an automatic rate of fire, a character may set it on autofire. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Advanced Firearms Proficiency feat, he or she takes a –4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the weapon’s damage. Autofire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it.
Autofire is not the same thing as burst fire, which involves firing a short burst at a specific target. Firing a burst requires the Burst Fire feat. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat, it’s treated as a standard attack. The attack, if successful, only deals normal damage—all the extra ammunition the character fired is wasted.

This has two major problems AFAIAC.

First, I find is numbskulled that there is no means to get any benefit out of multiple bullets fired if you don't have the feat.

Second, the autofire mode TOTALLY IGNORES ARMOR.


For a game that seems to feature modern blazing gun action, it seems that they didn't put much thought into the autofire rules.
 

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