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[D20 Modern] Heavily Revised Combat Rules -- Interested?
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<blockquote data-quote="RedSage" data-source="post: 505781" data-attributes="member: 9159"><p>I dislike the abstracted and heroic D20M combat rules, but I want to be able to use the rest of the D20M rule set. Therefore, I've come up with around 20+ pages of rules, as well as charts for special damage, revised weapon and armor tables, weapon damage and other related changes.</p><p></p><p>These revisions are based on house rules that I've used in many cyberpunk-genre games over the past years. Those house rules are based on the very general concepts introduced in the (unplayable) Phoenix Command rules as well as my research into Federal ballistics studies. While the rules do add some detail to the system, the purpose is to create a system that is still reasonably streamlined and abstracted, but with much higher fidelity.</p><p></p><p>The feel can and should still be cinematic -- just a different kind of cinema. Think "Bladerunner", "Heat" or "Aliens" rather than "Star Trek", "Commando" or "Episode I". The heroes the characters play are never sure of their survival, giving meaning even to simple acts of courage. A more realistic and potentially lethal combat system means that characters think a lot harder about how they fight -- or how to avoid fighting at all. A punk with an AK is their worst nightmare.</p><p></p><p>Is it fun? I certainly hope so. If it's not, then I've done something wrong and will fix.</p><p></p><p>The very short overview of these rule changes are:</p><p>1) Weapon ROF has divorced from character level.</p><p>2) All attacks are now essentially ranged touch attacks.</p><p>3) Better rules for automatic fire have been added.</p><p>4) Armor and cover resist weapon penetraton, rather than directly effecting tissue disruption or to-hit rolls.</p><p>5) Hit Points have been divorced from character level, and reduce in importance by special damage results that accompany serious wounds.</p><p>6) "Special damage" results can lead to things such as broken bones, severe bleeding -- even on non-critical hits.</p><p>7) Supporting charts for all of these changes.</p><p></p><p>Key rules have clarifying examples.</p><p></p><p>If you're interested in providing feedback, post here and let me know. The rules are currently in a playable Alpha state and I'd love to get feedback.</p><p></p><p>Sage</p></blockquote><p></p>
[QUOTE="RedSage, post: 505781, member: 9159"] I dislike the abstracted and heroic D20M combat rules, but I want to be able to use the rest of the D20M rule set. Therefore, I've come up with around 20+ pages of rules, as well as charts for special damage, revised weapon and armor tables, weapon damage and other related changes. These revisions are based on house rules that I've used in many cyberpunk-genre games over the past years. Those house rules are based on the very general concepts introduced in the (unplayable) Phoenix Command rules as well as my research into Federal ballistics studies. While the rules do add some detail to the system, the purpose is to create a system that is still reasonably streamlined and abstracted, but with much higher fidelity. The feel can and should still be cinematic -- just a different kind of cinema. Think "Bladerunner", "Heat" or "Aliens" rather than "Star Trek", "Commando" or "Episode I". The heroes the characters play are never sure of their survival, giving meaning even to simple acts of courage. A more realistic and potentially lethal combat system means that characters think a lot harder about how they fight -- or how to avoid fighting at all. A punk with an AK is their worst nightmare. Is it fun? I certainly hope so. If it's not, then I've done something wrong and will fix. The very short overview of these rule changes are: 1) Weapon ROF has divorced from character level. 2) All attacks are now essentially ranged touch attacks. 3) Better rules for automatic fire have been added. 4) Armor and cover resist weapon penetraton, rather than directly effecting tissue disruption or to-hit rolls. 5) Hit Points have been divorced from character level, and reduce in importance by special damage results that accompany serious wounds. 6) "Special damage" results can lead to things such as broken bones, severe bleeding -- even on non-critical hits. 7) Supporting charts for all of these changes. Key rules have clarifying examples. If you're interested in providing feedback, post here and let me know. The rules are currently in a playable Alpha state and I'd love to get feedback. Sage [/QUOTE]
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