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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4788007" data-attributes="member: 710"><p>You might have a point. We play a Cyberpunk online campaign, and combats are really fast. One salvo and the enemy is just dead.</p><p></p><p>We also have a d20 Modern campaign, and it's very different there, because everyone is hiding behind cover. That +4 to AC is frighteningly effective, trying to hit with a +5 modifer against an AC of 19 or higher is hard - and a single hit doesn't even kill your target!</p><p></p><p>I must admit I find neither solution really satisfying. Missed shots aren't fun, simply said. And I think d20 Modern is a particular bad match for this, since hits aren't as deadly as in Cyberpunk or Shadowrun.</p><p></p><p>If you go a "simulationist" route, there should be some "threat difficulty" and a "hit difficulty". The "thread difficulty" is a miss, but it causes the enemy to lose his cool and take cover. The "hit difficulty" means an actual hit and has a fair chance of killing someone (and he'll still lose his cool, so it's a great way to put someone effective out of the fight, too.)</p><p></p><p>A cyberpunk idea (based on my only weak knowledge of the rules, I haven't "mastered" that game yet)</p><p>- Regular Hit DCs are "suppressing attack" DCs. If you hit this number, the target is suppressed, but you don't get to deal damage. To hit a target, the DC is 5 points higher. </p><p>- A suppressed target cannot leave cover and not make attacks unless it makes a Cool check DC 15. To negate suppression, the target needs to make a Cool check DC 20. </p><p>- A suppressed target increases all hit (but not the DC to suppress) DCs by 5 points. </p><p></p><p>This way, hitting your enemy becomes a lot harder, but stuff still happens. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4788007, member: 710"] You might have a point. We play a Cyberpunk online campaign, and combats are really fast. One salvo and the enemy is just dead. We also have a d20 Modern campaign, and it's very different there, because everyone is hiding behind cover. That +4 to AC is frighteningly effective, trying to hit with a +5 modifer against an AC of 19 or higher is hard - and a single hit doesn't even kill your target! I must admit I find neither solution really satisfying. Missed shots aren't fun, simply said. And I think d20 Modern is a particular bad match for this, since hits aren't as deadly as in Cyberpunk or Shadowrun. If you go a "simulationist" route, there should be some "threat difficulty" and a "hit difficulty". The "thread difficulty" is a miss, but it causes the enemy to lose his cool and take cover. The "hit difficulty" means an actual hit and has a fair chance of killing someone (and he'll still lose his cool, so it's a great way to put someone effective out of the fight, too.) A cyberpunk idea (based on my only weak knowledge of the rules, I haven't "mastered" that game yet) - Regular Hit DCs are "suppressing attack" DCs. If you hit this number, the target is suppressed, but you don't get to deal damage. To hit a target, the DC is 5 points higher. - A suppressed target cannot leave cover and not make attacks unless it makes a Cool check DC 15. To negate suppression, the target needs to make a Cool check DC 20. - A suppressed target increases all hit (but not the DC to suppress) DCs by 5 points. This way, hitting your enemy becomes a lot harder, but stuff still happens. ;) [/QUOTE]
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