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D20 Future Campaign inspired by Halo
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<blockquote data-quote="argo" data-source="post: 1877550" data-attributes="member: 5752"><p>Nice work, just a few observations from someone who has played a <em>lot</em> of Halo (1 and 2).</p><p></p><p>The frag grenade should have a larger blast radius than the plasma grenade in addition to its higher damage dice. I'd suggest a 15' radius for the plasma grenade and a 20' radius for the frag grenade.</p><p></p><p>One of the basic pardagrims of the game is the relationship between balistic and plasma weapons and sheilds and flesh targets. Plasma weapons chew up force shields like nobody's business but are less effective against armor and flesh than balistics. It's about the only advantage that the humans have when facing the covenant. I'd suggest that instead of having plasma weapons deal fire damage you introduce a new energy type: Plasma. Plasma energy does an additional +1 damage per dice of damage to energy shields but a -1 damage per die to all other targets. This becomes espically important if you want to use the flood in your game. Also, plasma weapons fired on burst should have no penalty to hit as they have no recoil. That is the other big advantage of plasma weapons, easy to use on autofire.</p><p></p><p>I'd suggest you up the damage on the shotgun to 2d12, the Halo shotgun is a true monster that can blow past shields and make the poor sap underneath paste with one shot. I think -2 damage per range increment is very appropriate.</p><p></p><p>I think you should lower the damage on the Plasma pistol and rifle to 2d8. The covenant weapons are not that much more powerful than the human weapons, in fact the humans often have the advantage in terms of raw destructive power, its just that the covenant have weapons that are specalized to take out shields. Similairly they have plenty of shields to protect their forces while the humans have some chump body armor and that's it!</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="argo, post: 1877550, member: 5752"] Nice work, just a few observations from someone who has played a [i]lot[/i] of Halo (1 and 2). The frag grenade should have a larger blast radius than the plasma grenade in addition to its higher damage dice. I'd suggest a 15' radius for the plasma grenade and a 20' radius for the frag grenade. One of the basic pardagrims of the game is the relationship between balistic and plasma weapons and sheilds and flesh targets. Plasma weapons chew up force shields like nobody's business but are less effective against armor and flesh than balistics. It's about the only advantage that the humans have when facing the covenant. I'd suggest that instead of having plasma weapons deal fire damage you introduce a new energy type: Plasma. Plasma energy does an additional +1 damage per dice of damage to energy shields but a -1 damage per die to all other targets. This becomes espically important if you want to use the flood in your game. Also, plasma weapons fired on burst should have no penalty to hit as they have no recoil. That is the other big advantage of plasma weapons, easy to use on autofire. I'd suggest you up the damage on the shotgun to 2d12, the Halo shotgun is a true monster that can blow past shields and make the poor sap underneath paste with one shot. I think -2 damage per range increment is very appropriate. I think you should lower the damage on the Plasma pistol and rifle to 2d8. The covenant weapons are not that much more powerful than the human weapons, in fact the humans often have the advantage in terms of raw destructive power, its just that the covenant have weapons that are specalized to take out shields. Similairly they have plenty of shields to protect their forces while the humans have some chump body armor and that's it! Hope that helps. [/QUOTE]
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