• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D20 Rules for Tasers


log in or register to remove this ad






I looked at the d20 rules for tasers and they are woefully underestimated. DC 15 Fort save??? I don't think so. I would bump that up to twenty. Also, they would have an effective range of 25 feet for the probe mode with no range increments. I would also include 1d3 non-lethal damage from falling over.
 


That's what it's there for! Glad you like it and I hope to hear grisly tales of your PCs getting fried real soon now.


Cheers,
Roger
 

My apologies for the thread necromancy, but I was trying to find d20 rules for tasers and pepper spray. I've been getting qualified as a peace officer and that involves being tazed and pepper sprayed, and I was enough of a gamer geek to wonder "what kind of fort save and I having to make here?". That got me thinking. . .

The official d20 Modern rules make pepper spray way too weak. Try getting hit with it and think that's a just a DC 15 for save or be blinded for 1d4 rounds. The official training materials say that around 4% of people hit are not meaningfully affected by it, whether by being high on drugs/pumped on adrenaline, a high pain threshold, or being naturally insensitive to OC, sounds like a DC ~19 to me. Nobody in our academy class recovered in just 6 to 24 seconds (but one guy was pretty much unfazed by the spray, said it burned a little and tingled but didn't really do much to him, must have been the natural 20).

I'd say that OC spray would be Fort Save DC 19 or be blinded for 2d6 rounds and be sickened for 5d6 minutes (it takes people about 5 to 30 minutes to get over the general side-effects, after they get over the initial blinding). It would have a range increment of 5 feet, an inherent -4 to hit and call it a Simple weapon (you must make a called shot to the face for it to work, spraying it on somebody's torso or arms won't do anything in a fight), and only works at a max range of 3 range increments/15 feet. Standard OC projector would have 10 shots to a canister. Gas masks or NBC suits (or poison immunity by special ability) would provide protection from pepper spray.

For the issue of a Taser, in terms of game balance I would make it electical nonlethal damage instead of a flat save DC or be completely incapacitated. After all, a gun kills, but we don't have people save or die if they are shot.

A Taser would do 2d8 electrical nonlethal damage, making it as good at stopping a person as a typical high caliber handgun or assault rifle. It will drop the typical guy instantly, but be as threatening as "routine" gunfire to a high-level PC. Range increment 5 feet, maximum range 4 increments/20 feet, and single-shot simple weapon.

I learned from the OCR d20 Star Wars rules that save-or-incapacitate stun weapons are game-breaking when PC's learned to set blasters for Stun because they were a lot better to drop NPC's since each hit forces a save and PC's can spam high-level "boss" villains with save-or-drop stun attacks that take them down no matter how many HP (or WP/VP) they have.
 

Into the Woods

Remove ads

Top