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D20 Future Q&A With Rodney "Moridin" Thompson and JD Wiker!!
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<blockquote data-quote="Upper_Krust" data-source="post: 1762051" data-attributes="member: 326"><p>Hi JD! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>Well at least you are honest. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I see this as an indictment of all the weapons though - not just nukes. I'll try and explain below.</p><p></p><p></p><p></p><p>Here is how I see modern and future weaponry and armour being properly rated according to the d20 fundamental rule that: </p><p></p><p>x8 mass (or one size category) = x1.5 (base) damage.</p><p></p><p>Now in d20 Future we are also told that each Progress Level can reduce the size of previous PL equipment by one category and maintain the same power output.</p><p></p><p>So reverse engineering that law and we can estimate that the same peice of equipment will be (roughly) x1.5 more effective (either weaponry or armour) for each Progress Level increase.</p><p></p><p>Case Study: 1 - Melee Weapons.</p><p></p><p>PL 2: Greatsword = 2d6</p><p>PL 3: Mercurial Greatsword = 2d8</p><p>PL 4: ? (Okay I haven't worked this one out yet) = 4d6</p><p>PL 5: 2-H Chainsaw = 4d8</p><p>PL 6: 2-H Vibroblade = 8d6</p><p>PL 7: 2-H Monoweapon = 8d8</p><p>PL 8: 2-H Beamsword = 16d6</p><p>etc.</p><p></p><p>Case Study: 2 - Missile Weapons.</p><p></p><p>PL 1: Shortbow = 1d6</p><p>PL 2: X-Bow, Longbow = 1d8</p><p>PL 3: Heavy X-bow = 2d6</p><p>PL 4: Arquebus = 3d6</p><p>PL 5: Assault Rifle = 4d6 (5.56mm) 5d6 (7.62 mm)</p><p>PL 6: Laser Rifle = 6d6 (or 7d6)</p><p>PL 7: Plasma Rifle = 8d6 (up to 11d6)</p><p>PL 8: Pulse Rifle = 12d6 (up to 15d6)</p><p>etc.</p><p></p><p>Case Study: 3 - Explosives</p><p></p><p>PL 1: Greek Fire = 1d6</p><p>PL 2: ? = 1d8</p><p>PL 3: Bomb (Gunpowder) = 2d6</p><p>PL 4: Dynamite = 3d6</p><p>PL 5: Fragmentation Grenade = 4d6 (or 5d6)</p><p>PL 6: Concussion Grenade = 6d6 (or 7d6) </p><p>PL 7: Gravitic Grenade = 8d6 (up to 11d6)</p><p>PL 8: Thermal Detonator = 12d6 (up to 15d6)</p><p>etc.</p><p></p><p>Case Study: 4 - Armour </p><p></p><p>PL 2: Platemail (Heavy) = +6 (L/M/H = +1/+3/+6)</p><p>PL 3: Full Platemail (Heavy) = +8 (L/M/H = +2/+4/+8)</p><p>PL 4: ? (L/M/H = +3/+6/+12) </p><p>PL 5: Kevlar Vest (Light) = +4 (L/M/H = +4/+8/+16) </p><p>PL 6: ? (L/M/H = +6/+12/+24)</p><p>PL 7: ? (L/M/H = +8/+16/+32)</p><p>PL 8: Clone Trooper Armour (Medium*) = +24 (L/M/H = +12/+24/+48)</p><p>etc.</p><p></p><p>*If we assume (non-powered) Heavy Armour affects mobility then Clone Trooper Armour is at best Medium.</p><p></p><p>This can also be applied to Vehicles.</p><p></p><p>eg. M1A2 Abrams (Huge: Heavily Armoured PL 5) = +32</p><p></p><p>eg. Imperial Star Destroyer (Colossal++++++: Heavily Armoured PL 8) = +1536</p><p></p><p>Maybe I should write an article on this for Dragon Magazine. <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="Upper_Krust, post: 1762051, member: 326"] Hi JD! :) Well at least you are honest. :) I see this as an indictment of all the weapons though - not just nukes. I'll try and explain below. Here is how I see modern and future weaponry and armour being properly rated according to the d20 fundamental rule that: x8 mass (or one size category) = x1.5 (base) damage. Now in d20 Future we are also told that each Progress Level can reduce the size of previous PL equipment by one category and maintain the same power output. So reverse engineering that law and we can estimate that the same peice of equipment will be (roughly) x1.5 more effective (either weaponry or armour) for each Progress Level increase. Case Study: 1 - Melee Weapons. PL 2: Greatsword = 2d6 PL 3: Mercurial Greatsword = 2d8 PL 4: ? (Okay I haven't worked this one out yet) = 4d6 PL 5: 2-H Chainsaw = 4d8 PL 6: 2-H Vibroblade = 8d6 PL 7: 2-H Monoweapon = 8d8 PL 8: 2-H Beamsword = 16d6 etc. Case Study: 2 - Missile Weapons. PL 1: Shortbow = 1d6 PL 2: X-Bow, Longbow = 1d8 PL 3: Heavy X-bow = 2d6 PL 4: Arquebus = 3d6 PL 5: Assault Rifle = 4d6 (5.56mm) 5d6 (7.62 mm) PL 6: Laser Rifle = 6d6 (or 7d6) PL 7: Plasma Rifle = 8d6 (up to 11d6) PL 8: Pulse Rifle = 12d6 (up to 15d6) etc. Case Study: 3 - Explosives PL 1: Greek Fire = 1d6 PL 2: ? = 1d8 PL 3: Bomb (Gunpowder) = 2d6 PL 4: Dynamite = 3d6 PL 5: Fragmentation Grenade = 4d6 (or 5d6) PL 6: Concussion Grenade = 6d6 (or 7d6) PL 7: Gravitic Grenade = 8d6 (up to 11d6) PL 8: Thermal Detonator = 12d6 (up to 15d6) etc. Case Study: 4 - Armour PL 2: Platemail (Heavy) = +6 (L/M/H = +1/+3/+6) PL 3: Full Platemail (Heavy) = +8 (L/M/H = +2/+4/+8) PL 4: ? (L/M/H = +3/+6/+12) PL 5: Kevlar Vest (Light) = +4 (L/M/H = +4/+8/+16) PL 6: ? (L/M/H = +6/+12/+24) PL 7: ? (L/M/H = +8/+16/+32) PL 8: Clone Trooper Armour (Medium*) = +24 (L/M/H = +12/+24/+48) etc. *If we assume (non-powered) Heavy Armour affects mobility then Clone Trooper Armour is at best Medium. This can also be applied to Vehicles. eg. M1A2 Abrams (Huge: Heavily Armoured PL 5) = +32 eg. Imperial Star Destroyer (Colossal++++++: Heavily Armoured PL 8) = +1536 Maybe I should write an article on this for Dragon Magazine. ;) [/QUOTE]
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