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D20 Modern - What are your house rules?
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<blockquote data-quote="genshou" data-source="post: 2612068" data-attributes="member: 13164"><p>*chuckles* I'm guessing you know about the lethality of this tactic from personal experience?</p><p></p><p>How much I HR depends on whether or not I decide to implement vitality/wounds. For my closest-to-RAW d20 Modern games...</p><p></p><p>Various rules from Notes from the Bunker, such as the aforemented Cool Check.</p><p></p><p>The Reflex DC of an autofire attack is equal to 10+the shooter's attack bonus. A character with the Advanced Firearms Proficiency can take a -4 penalty to their autofire attack to make the save be for half damage.</p><p></p><p>If a character scores a critical hit when dealing nonlethal damage, but fails to deal an amount of damage high enough to actually affect the target, the target must make a saving throw as if their MDT had been reached. Success means they are dazed (-1 to attack rolls for 1 round), failure means they are stunned for 1 round. If a character is stunned by any means and is struck by nonlethal damage, they are forced to make the save as if the nonlethal damage hit their MDT, with a -1 to the DC for every 2 points by which the damage was below their MDT, or +1 for each single point above.</p><p></p><p>Other than that, not much unless I am using vitality/wounds.</p><p></p><p><span style="color: DarkSlateBlue">Edit: Oh yeah, and a few related to Wealth:</span></p><p><span style="color: DarkSlateBlue"></span></p><p><span style="color: DarkSlateBlue">After your character has invested the appropriate time and made the Wealth check to purchase something, the dice rolled to determine your loss to Wealth (if dice are needed) are rolled BEFORE you actually finalize the deal, so you can say "Eh, not today" when the 2d6+1 comes up at -13 Wealth. The corollary to this is that you only get one chance to buy something at character creation, so if you're not happy with how the Wealth reduction dice come out, you can't try to buy it again until after the game starts.</span></p><p><span style="color: DarkSlateBlue"></span></p><p><span style="color: DarkSlateBlue">I now use an option that you can take a -1 (or more) to your Wealth when purchasing something to gain a +2 to your Wealth check per extra point of Wealth sacrificed, provided you have a current Wealth of at least 13+the number of points you sacrifice. You don't lose the points unless you actually succeed on the check, and you choose to make the purchase after the Wealth reduction dice are rolled. If you buy something that is more than 20 points higher than your current Wealth, just use the 2d6+1 for 15-20 points higher than Current Wealth and at DC 15+, as you are already burning up Wealth to get the higher check in the first place.</span></p></blockquote><p></p>
[QUOTE="genshou, post: 2612068, member: 13164"] *chuckles* I'm guessing you know about the lethality of this tactic from personal experience? How much I HR depends on whether or not I decide to implement vitality/wounds. For my closest-to-RAW d20 Modern games... Various rules from Notes from the Bunker, such as the aforemented Cool Check. The Reflex DC of an autofire attack is equal to 10+the shooter's attack bonus. A character with the Advanced Firearms Proficiency can take a -4 penalty to their autofire attack to make the save be for half damage. If a character scores a critical hit when dealing nonlethal damage, but fails to deal an amount of damage high enough to actually affect the target, the target must make a saving throw as if their MDT had been reached. Success means they are dazed (-1 to attack rolls for 1 round), failure means they are stunned for 1 round. If a character is stunned by any means and is struck by nonlethal damage, they are forced to make the save as if the nonlethal damage hit their MDT, with a -1 to the DC for every 2 points by which the damage was below their MDT, or +1 for each single point above. Other than that, not much unless I am using vitality/wounds. [color=DarkSlateBlue]Edit: Oh yeah, and a few related to Wealth: After your character has invested the appropriate time and made the Wealth check to purchase something, the dice rolled to determine your loss to Wealth (if dice are needed) are rolled BEFORE you actually finalize the deal, so you can say "Eh, not today" when the 2d6+1 comes up at -13 Wealth. The corollary to this is that you only get one chance to buy something at character creation, so if you're not happy with how the Wealth reduction dice come out, you can't try to buy it again until after the game starts. I now use an option that you can take a -1 (or more) to your Wealth when purchasing something to gain a +2 to your Wealth check per extra point of Wealth sacrificed, provided you have a current Wealth of at least 13+the number of points you sacrifice. You don't lose the points unless you actually succeed on the check, and you choose to make the purchase after the Wealth reduction dice are rolled. If you buy something that is more than 20 points higher than your current Wealth, just use the 2d6+1 for 15-20 points higher than Current Wealth and at DC 15+, as you are already burning up Wealth to get the higher check in the first place.[/color] [/QUOTE]
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