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<blockquote data-quote="Nadaka" data-source="post: 3207833" data-attributes="member: 14651"><p>Honestly, from the statistics I have heard, d20 modern is actually fairly realistic in terms of fatality when you consider the average person is probably at level 2 to 4. More than 90% of gunshot victims survive in america. Though most of those gunshot victims either flee or hit the floor after 1 hit, something d20 modern does not model very well as there is no state between "Im fine" and "Im dieing".</p><p></p><p>My personal suggestion is d20 modern, but take that with a grain of salt, it is my absolute favorite system. I would however suggest a few houserules to get the feel closer for you.</p><p></p><p>To get that "guns rule at range" feal, while keeping your players generally alive, I suggest adding W/VP rules instead of the HP/MDS standard.</p><p></p><p>This does a couple of things.</p><p>Mooks are increadibly fragile without vp. On average 1 or 2 hits with any gun (2 to 4 with any melee weapon) can and will "put down" anyone.</p><p>You have a wounded state between "im fine" and "im dead" that gives penalties for actually recieving wounds.</p><p>Your players and special NPCs with VP are less fragile, but the same number of bullets will still kill them if they hit. Its just that the VP represent the ability to avoid the attack in a cinematic fashion. A crit will deal wound damage, so fearing the gun is something they will likely do.</p><p></p><p>For called shots, I recommend allowing the shooter to take a -2/-4/-8 penalty to expand the weapons threat range by +1/+2/+3. And on a successful wound hit, allow the player to deal a status effect (dependant on the body part targeted) instead of dealing (or in addition to) dealing wound damage. Combined with w/vp, this is VERY deadly.</p><p></p><p>I also have houerules for dealing with "bursts" from semi auto and full auto weapons that allow anyone to gain an advantage from weapons with a high ROF. I could share those if you like.</p></blockquote><p></p>
[QUOTE="Nadaka, post: 3207833, member: 14651"] Honestly, from the statistics I have heard, d20 modern is actually fairly realistic in terms of fatality when you consider the average person is probably at level 2 to 4. More than 90% of gunshot victims survive in america. Though most of those gunshot victims either flee or hit the floor after 1 hit, something d20 modern does not model very well as there is no state between "Im fine" and "Im dieing". My personal suggestion is d20 modern, but take that with a grain of salt, it is my absolute favorite system. I would however suggest a few houserules to get the feel closer for you. To get that "guns rule at range" feal, while keeping your players generally alive, I suggest adding W/VP rules instead of the HP/MDS standard. This does a couple of things. Mooks are increadibly fragile without vp. On average 1 or 2 hits with any gun (2 to 4 with any melee weapon) can and will "put down" anyone. You have a wounded state between "im fine" and "im dead" that gives penalties for actually recieving wounds. Your players and special NPCs with VP are less fragile, but the same number of bullets will still kill them if they hit. Its just that the VP represent the ability to avoid the attack in a cinematic fashion. A crit will deal wound damage, so fearing the gun is something they will likely do. For called shots, I recommend allowing the shooter to take a -2/-4/-8 penalty to expand the weapons threat range by +1/+2/+3. And on a successful wound hit, allow the player to deal a status effect (dependant on the body part targeted) instead of dealing (or in addition to) dealing wound damage. Combined with w/vp, this is VERY deadly. I also have houerules for dealing with "bursts" from semi auto and full auto weapons that allow anyone to gain an advantage from weapons with a high ROF. I could share those if you like. [/QUOTE]
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