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d20 future = Mechwarrior d20
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<blockquote data-quote="jester47" data-source="post: 1670202" data-attributes="member: 2238"><p>For ranges I refer you to <a href="http://www.enworld.org/forums/showthread.php?t=94136&page=5&pp=20&highlight=M16a2" target="_blank">this</a> little conversation. Check out post #85. Our own ENWorld experts agree, different kinds of guns have different effective ranges. So while I agree with you that the ranges in BT are for game balance and to make it interesting, I also think that having an array of different ranges is also realistic in a way, given the above conversation.</p><p></p><p>I would agree that the ranges of the weapons are much longer than those given in the game. In fact there is a new rule for "extreme" ranges. In Classic BT. </p><p></p><p>In the d20 verison I am cobbleing together everything is a cloud of probablility. And I think the ranges work out and are more realistic. In this method a bad arse targeting comp could really make attacks at a longer range possible. </p><p></p><p>Ranged attacks are based on the number of increments to the target. This is a ranged touch attack essentially. Like all other d20 the base to beat is a 10 plus other factors. Quite easy at range inc 0. But your weapons have to get through the DR. The way I am setting it up, PPCs, LRM20s, and AC20s do 4d12 points of damage. The range increments will be equal to the number of dice times 30 meters. Autocannons, keeping with the tradition of the game will have slightly different range incs. Weapon combos have a better chance of getting through DR. Like 2 PPCs fired at the same time would do 8d12. When fireing combos of weapons with lower damage ratings you use the range incs of the lesser weapon. If you hit with that ML you for sure hit with that PPC that fired at the same time. DR for a mech tops out at 30 with a 1:1 conversion rate for armor tons. Special armor adds DR. An unarmored mech has a DR of 10. </p><p></p><p>It seems like this will allow for realistic fights and also translate the spirit of the original game. </p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 1670202, member: 2238"] For ranges I refer you to [URL=http://www.enworld.org/forums/showthread.php?t=94136&page=5&pp=20&highlight=M16a2]this[/URL] little conversation. Check out post #85. Our own ENWorld experts agree, different kinds of guns have different effective ranges. So while I agree with you that the ranges in BT are for game balance and to make it interesting, I also think that having an array of different ranges is also realistic in a way, given the above conversation. I would agree that the ranges of the weapons are much longer than those given in the game. In fact there is a new rule for "extreme" ranges. In Classic BT. In the d20 verison I am cobbleing together everything is a cloud of probablility. And I think the ranges work out and are more realistic. In this method a bad arse targeting comp could really make attacks at a longer range possible. Ranged attacks are based on the number of increments to the target. This is a ranged touch attack essentially. Like all other d20 the base to beat is a 10 plus other factors. Quite easy at range inc 0. But your weapons have to get through the DR. The way I am setting it up, PPCs, LRM20s, and AC20s do 4d12 points of damage. The range increments will be equal to the number of dice times 30 meters. Autocannons, keeping with the tradition of the game will have slightly different range incs. Weapon combos have a better chance of getting through DR. Like 2 PPCs fired at the same time would do 8d12. When fireing combos of weapons with lower damage ratings you use the range incs of the lesser weapon. If you hit with that ML you for sure hit with that PPC that fired at the same time. DR for a mech tops out at 30 with a 1:1 conversion rate for armor tons. Special armor adds DR. An unarmored mech has a DR of 10. It seems like this will allow for realistic fights and also translate the spirit of the original game. Aaron. [/QUOTE]
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