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D&D Modern?
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<blockquote data-quote="kinem" data-source="post: 5080937" data-attributes="member: 24234"><p>Thanks.</p><p></p><p>The usual way to deal with guns being easier to aim is to make them simple weapons. Also, some guns in d20 Modern are masterwork. I agree that there should be more to it though. Should it be an enhancement bonus, so magic guns won't be super accurate?</p><p></p><p>It would help to have a simple formula to apply to d20 Modern weapons, to convert them into more realistic d20 weapons.</p><p></p><p>For example: +2 to hit, crit 19/x3, and ignore 1/3 of max non-crit damage worth of standard armor or natural armor. So a typical 2d6 handgun ignores 4 points of armor. Armor made to protect against bullets, any adamantine armor, and of course mage armor are not bypassed this way.</p><p></p><p>I think that giving all characters a class bonus to AC is the way to go. 1/2 level for full BAB types, rogues, and monks; 1/3 level for the rest.</p><p></p><p>The massive damage threshold is equal to your Con score. If you take that much, make a Fort save (DC 15) or you are reduced to -1 hp. Or should the DC be the damage dealt? In any case, spells and magic items could grant resistance or immunity to massive damage, eg a ring of vital fortune. Lesser version gives +10 to threshold (20k gp?), greater gives immunity (50k?)</p><p></p><p>I think if you were to build a main battle tank - a rather expensive item - in a D&D world, you'd animate it as a golem, giving it spell immunity. An anti-explosion field could protect it against mines and explosively formed penetrator warheads. Inside, you might want an antimagic field, unless you want your high level spellcasters inside. Of course, there would still be ways to bypass or overcome such defenses.</p></blockquote><p></p>
[QUOTE="kinem, post: 5080937, member: 24234"] Thanks. The usual way to deal with guns being easier to aim is to make them simple weapons. Also, some guns in d20 Modern are masterwork. I agree that there should be more to it though. Should it be an enhancement bonus, so magic guns won't be super accurate? It would help to have a simple formula to apply to d20 Modern weapons, to convert them into more realistic d20 weapons. For example: +2 to hit, crit 19/x3, and ignore 1/3 of max non-crit damage worth of standard armor or natural armor. So a typical 2d6 handgun ignores 4 points of armor. Armor made to protect against bullets, any adamantine armor, and of course mage armor are not bypassed this way. I think that giving all characters a class bonus to AC is the way to go. 1/2 level for full BAB types, rogues, and monks; 1/3 level for the rest. The massive damage threshold is equal to your Con score. If you take that much, make a Fort save (DC 15) or you are reduced to -1 hp. Or should the DC be the damage dealt? In any case, spells and magic items could grant resistance or immunity to massive damage, eg a ring of vital fortune. Lesser version gives +10 to threshold (20k gp?), greater gives immunity (50k?) I think if you were to build a main battle tank - a rather expensive item - in a D&D world, you'd animate it as a golem, giving it spell immunity. An anti-explosion field could protect it against mines and explosively formed penetrator warheads. Inside, you might want an antimagic field, unless you want your high level spellcasters inside. Of course, there would still be ways to bypass or overcome such defenses. [/QUOTE]
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