Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
D20 recoil rules and feats
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nadaka" data-source="post: 4057997" data-attributes="member: 14651"><p>Alright, here they are...</p><p></p><p>Assumed rules</p><p>some form of Wounds/Vitality.</p><p></p><p>melee weapons</p><p>+1 die</p><p></p><p>Firearms</p><p>By default damage of all guns is increased by 1 die step.</p><p>2d4->2d6->2d8->2d10->2d12->2d20</p><p>The exception is the 5.7mm round used by the P90 and FiveseveN and the beowolf .50, they remain where they are.</p><p>12 gauge Shotguns also get an additional boost to 2d12, the 10 gauge is boosted to 2d12+2.</p><p></p><p>Penetration is an additional statistic that reduces the effectiveness of hardness.</p><p></p><p>Overpenetration is an additional statistic that improves the damage of high powered rifles against larger than human targets.</p><p></p><p>Autofire </p><p>Limitations:</p><p>No single burst or spray can use more bullets than the weapons current ammunition capacity. The Maximum Rate of Fire limites the total number of rounds that can be fired in a single round. Only automatic and semi-automatic firearms may use automatic fire options. No special training is required to use autofire, however to use it effectively it will take a few feats. a 3 round burst weapon always fires rounds in multiples of 3, it can also spray with only 9 rounds and burst with only 3.</p><p></p><p>New weapon statistics:</p><p>Maximum Rate of Fire</p><p>Limits the maximum number of rounds used per combat round. For automatic weapons it is equal to the weapons RPM / 10. For semi-auto weapons it typically ranges from 5 to 15 with occasional exceptions.</p><p></p><p>Recoil</p><p>Affects how many rounds strike a target of a burst or rake. The weapons recoil statistic is derived from a number of other factors. Recoil can never be reduced below 2</p><p></p><p>Base recoil = weapons average (non-critical) damage</p><p>semi-auto: +2</p><p>Size:</p><p>*tiny: +2</p><p>*Small: +1</p><p>*Medium: 0</p><p>*Large: -1</p><p>*Huge: -2</p><p>Using both hands: -2</p><p>Position:</p><p>*supported, prone, bipod etc: -1</p><p>*mounted vehicle or stationary: -2</p><p>Good recoil compensation: -1</p><p>To Light: +1</p><p>advance proficiency: -1 (also allows you to increase in rounds fired in increments of 2)</p><p>burst fire feat: -2 burst only (also allows an increase in rounds fired by any amount for bursts)</p><p>rake fire feat: -2 rake only (also allows an increase in rounds fired by any amount for rakes)</p><p></p><p>Rake: you fire 10 or more bullets into a 5x5ft area. Anyone in the area must make a reflex save with a DC of 5+(attack roll / 2) to negate damage. If the target fails by more than the recoil modifier of the shooter, the target is struck by a number of rounds equal to the difference between the save result and DC divided by the shooters recoil. Each additional hit deals full damage, but is also affected by the targets hardness/DR. For every 3 full rounds fired you can either increase the save DC by +1 or increase the area by +1 5ft square (must be adjacent to a previous square). You may increase the number of rounds fired in increments of 1d6.</p><p></p><p>Burst: a burst fires 5 or more bullets at a single target. For every 3 rounds fired, you gain a +1 bonus to hit. If you beat the targets Defence by more than the weapons recoil, additional bullets strike the target. The number of additional bullets that hit is the difference between Defence and the attack roll,divided by the recoil modifier. Each additional hit deals full damage, but is also affected by the targets hardness/DR. You may increase the number of rounds fired in increments of 1d6.</p><p></p><p>Penetration</p><p>Penetration is an abstract numerical value that defines how well a particular round defeats the hardness of objects and armor. Most modern firearms have a penetration of at least +1.</p><p></p><p>I do not yet have hard and fast rules for defining penetration. A good base line estimate is +1 for every 500 ft/s of the bullet. Another might be +1 for handguns, +2 for SMGs, +3 for carbines, +4 for rifles and more for high powered rifles.</p><p></p><p>Every point of penetration reduces the effective hardness of a target by 1.</p><p></p><p>Over Penetration</p><p>Over penetration represents the fact that many high powered rounds have vastly more kinetic energy than they can dump into an object as small and squishy as a human being. Over penetration is a multipier used by some highly penetrating rifle, machine gun and cannon rounds. It effectively multiplies the damage delt by a round to a target of sufficient size. Over penetration is the maximum potential multiplier applied to the damage. Below that, the actual damage multiplier is determined by the size of the target.</p><p></p><p>A high powered rifle round like a NATO 7.62 will have an overpenetration of x2. A .50 BMG might have an over penetration of x4. And a 120 mm SABOT might have an overpenetration of x10 to x20.</p><p></p><p>Size multiplier:</p><p>Small or less: none, these objects never use multipliers.</p><p>Medium: x1, only density multiplier is used.</p><p>Large: or larger: +1 for each 5ft of facing beyond 5ft (large = x2, huge = x4, etc)</p><p></p><p>Note: if using overpenetration rules, vehicles will need significantly more HP (at least as much is suggested by the hp/inch rules).</p><p></p><p>Armor:</p><p>Armor typically provides hardness against all attacks and also converts damage equal to its hardness into non-lethal damage.</p><p>Light armor typically has hardness of 1 to 2.</p><p>Medium armor typically has hardness of 3 to 4.</p><p>Heavy armor typically has hardness of 5 to 6.</p><p></p><p>Special materials can increase hardness against particular attack types. Kevlar adds +2 to +4 to hardness against ballistic damage while asbestos might provide the same bonus against fire.</p><p></p><p>Armor can contain ablative plates meant to absorb a limited number of rounds. These provide temporary bonus wound points that are subtracted before touching the characters actual wounds. A typical plate can absorb 5 to 10 HP bonus wounds, while particularly high coverage might provide as many as 15 to 20 bonus wounds.</p><p></p><p>Armor can be avoided by called shots. A called shot to avoid armor invokes a penalty equal to the coverage of the armor. Coverage for armor is typically determined by counting the body parts covered up to a maximum of 10.</p><p></p><p>Head: +1</p><p>Face: +1</p><p>Upper Front Torso: +1</p><p>Lower Front Torso: +1</p><p>Back: +1</p><p>Sides: +1</p><p>Arm: +1 (each)</p><p>Leg: +1 (each)</p></blockquote><p></p>
[QUOTE="Nadaka, post: 4057997, member: 14651"] Alright, here they are... Assumed rules some form of Wounds/Vitality. melee weapons +1 die Firearms By default damage of all guns is increased by 1 die step. 2d4->2d6->2d8->2d10->2d12->2d20 The exception is the 5.7mm round used by the P90 and FiveseveN and the beowolf .50, they remain where they are. 12 gauge Shotguns also get an additional boost to 2d12, the 10 gauge is boosted to 2d12+2. Penetration is an additional statistic that reduces the effectiveness of hardness. Overpenetration is an additional statistic that improves the damage of high powered rifles against larger than human targets. Autofire Limitations: No single burst or spray can use more bullets than the weapons current ammunition capacity. The Maximum Rate of Fire limites the total number of rounds that can be fired in a single round. Only automatic and semi-automatic firearms may use automatic fire options. No special training is required to use autofire, however to use it effectively it will take a few feats. a 3 round burst weapon always fires rounds in multiples of 3, it can also spray with only 9 rounds and burst with only 3. New weapon statistics: Maximum Rate of Fire Limits the maximum number of rounds used per combat round. For automatic weapons it is equal to the weapons RPM / 10. For semi-auto weapons it typically ranges from 5 to 15 with occasional exceptions. Recoil Affects how many rounds strike a target of a burst or rake. The weapons recoil statistic is derived from a number of other factors. Recoil can never be reduced below 2 Base recoil = weapons average (non-critical) damage semi-auto: +2 Size: *tiny: +2 *Small: +1 *Medium: 0 *Large: -1 *Huge: -2 Using both hands: -2 Position: *supported, prone, bipod etc: -1 *mounted vehicle or stationary: -2 Good recoil compensation: -1 To Light: +1 advance proficiency: -1 (also allows you to increase in rounds fired in increments of 2) burst fire feat: -2 burst only (also allows an increase in rounds fired by any amount for bursts) rake fire feat: -2 rake only (also allows an increase in rounds fired by any amount for rakes) Rake: you fire 10 or more bullets into a 5x5ft area. Anyone in the area must make a reflex save with a DC of 5+(attack roll / 2) to negate damage. If the target fails by more than the recoil modifier of the shooter, the target is struck by a number of rounds equal to the difference between the save result and DC divided by the shooters recoil. Each additional hit deals full damage, but is also affected by the targets hardness/DR. For every 3 full rounds fired you can either increase the save DC by +1 or increase the area by +1 5ft square (must be adjacent to a previous square). You may increase the number of rounds fired in increments of 1d6. Burst: a burst fires 5 or more bullets at a single target. For every 3 rounds fired, you gain a +1 bonus to hit. If you beat the targets Defence by more than the weapons recoil, additional bullets strike the target. The number of additional bullets that hit is the difference between Defence and the attack roll,divided by the recoil modifier. Each additional hit deals full damage, but is also affected by the targets hardness/DR. You may increase the number of rounds fired in increments of 1d6. Penetration Penetration is an abstract numerical value that defines how well a particular round defeats the hardness of objects and armor. Most modern firearms have a penetration of at least +1. I do not yet have hard and fast rules for defining penetration. A good base line estimate is +1 for every 500 ft/s of the bullet. Another might be +1 for handguns, +2 for SMGs, +3 for carbines, +4 for rifles and more for high powered rifles. Every point of penetration reduces the effective hardness of a target by 1. Over Penetration Over penetration represents the fact that many high powered rounds have vastly more kinetic energy than they can dump into an object as small and squishy as a human being. Over penetration is a multipier used by some highly penetrating rifle, machine gun and cannon rounds. It effectively multiplies the damage delt by a round to a target of sufficient size. Over penetration is the maximum potential multiplier applied to the damage. Below that, the actual damage multiplier is determined by the size of the target. A high powered rifle round like a NATO 7.62 will have an overpenetration of x2. A .50 BMG might have an over penetration of x4. And a 120 mm SABOT might have an overpenetration of x10 to x20. Size multiplier: Small or less: none, these objects never use multipliers. Medium: x1, only density multiplier is used. Large: or larger: +1 for each 5ft of facing beyond 5ft (large = x2, huge = x4, etc) Note: if using overpenetration rules, vehicles will need significantly more HP (at least as much is suggested by the hp/inch rules). Armor: Armor typically provides hardness against all attacks and also converts damage equal to its hardness into non-lethal damage. Light armor typically has hardness of 1 to 2. Medium armor typically has hardness of 3 to 4. Heavy armor typically has hardness of 5 to 6. Special materials can increase hardness against particular attack types. Kevlar adds +2 to +4 to hardness against ballistic damage while asbestos might provide the same bonus against fire. Armor can contain ablative plates meant to absorb a limited number of rounds. These provide temporary bonus wound points that are subtracted before touching the characters actual wounds. A typical plate can absorb 5 to 10 HP bonus wounds, while particularly high coverage might provide as many as 15 to 20 bonus wounds. Armor can be avoided by called shots. A called shot to avoid armor invokes a penalty equal to the coverage of the armor. Coverage for armor is typically determined by counting the body parts covered up to a maximum of 10. Head: +1 Face: +1 Upper Front Torso: +1 Lower Front Torso: +1 Back: +1 Sides: +1 Arm: +1 (each) Leg: +1 (each) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D20 recoil rules and feats
Top