Achan hiArusa
Explorer
The d20 system is flexible enough to tinker with. I do have a problem with the wimpy guns in d20 Modern. They changed the rules to make d20 Modern deadlier than D&D (okay, one rule, the massive damage rule) and then they wimped out on weapon damage and criticals (the argument that there is no healing magic doesn't hold water when you consider how crunchy surgery is, and is totally abrogated when playing an Urban Arcana game with Acolytes).
Anyway, I use the CoC d20 damage and criticals, and then I use the critical ranges from the Shadow Chasers article in Polyhedron. Most pistols have a 20/x3 critical, but this goes up to 18-20/x4 for a shotgun and heavy artillery goes as far as 16-20/x4. This also makes it easier to bring these weapons into D&D with their usual deadliness (I ignore the silly guideline on high critical ranges and critical multipliers for guns, an arquebus in my D&D game does 19-20/x3 damage, otherwise we would still be using bows and arrows today).
BTW, if you wanted to make the game even deadlier, use the 10 point massive damage save.
Anyway, I use the CoC d20 damage and criticals, and then I use the critical ranges from the Shadow Chasers article in Polyhedron. Most pistols have a 20/x3 critical, but this goes up to 18-20/x4 for a shotgun and heavy artillery goes as far as 16-20/x4. This also makes it easier to bring these weapons into D&D with their usual deadliness (I ignore the silly guideline on high critical ranges and critical multipliers for guns, an arquebus in my D&D game does 19-20/x3 damage, otherwise we would still be using bows and arrows today).
BTW, if you wanted to make the game even deadlier, use the 10 point massive damage save.
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