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General Tabletop Discussion
*Pathfinder & Starfinder
Defense Bonuses, Firearms and more in D&D
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<blockquote data-quote="Kobold Avenger" data-source="post: 779128" data-attributes="member: 779"><p>I'm starting up a campaign world where flintlock firearms and the like are quite common. Most firearms are simple or martial weapons, therefore everyone uses them. I plan on using the D&D classes since magic (and psionics) as it is still a High-Magic fantasy world.</p><p></p><p>Some issues...</p><p></p><p>1. I plan on using Defense Bonuses, I do have a good idea what classes get which bonuses. Most of the fighting classes and divine spellcasters get the defense bonuses of the Strong/Tough/Dedicated hero. Most of the arcane classes get the smart hero bonus. And Monk and Rogue might end up with either the Fast hero bonus.</p><p></p><p>2. I don't want the party to be running around in plate-mail all the time, if there classes allow it. I want the armor bonuses of the standard D&D armor against firearms to be quite a bit lower. But I wouldn't rule out they be treated as touch attacks, since it would come as no loss to give up armor profeciencies for possible variant classes. Generally I would like light and medium armor to offer some protection, and heavy to offer little protection. Any ideas how to best treat this? </p><p></p><p>Perhaps full bonus for light armor, half for medium, and something like 3/4 for heavy armor. There will be some armor available designed more for dealing with bullets, however they won't be the best against melee attacks. And later on mechanical armor that can only be used with someone who has Heavy Armor Profeciency.</p><p></p><p>One thing I would eventually come up with is armor penetration feats to eliminate these reduced armor bonuses, which would not only apply to firearms but also bows and crossbows. </p><p></p><p>Though I'm wondering if I should instead try using the damage reduction for armor that's in star wars instead.</p><p></p><p>3. With defense bonuses being used, should I allow the parry feats Dragon 301 (whether selected or everyone gets Parry)? or does it become redundant and messes things up even more.</p><p></p><p>4. Deflect arrows and bullets, for the martial arts characters...</p><p>I've never seen anyone in any movie deflect bullets with bare hands, I've seen them do it with swords and other things in their hands, but never Deflect bullets with their bare hands. And whenever someone did something with their bare hands to bullets they didn't Deflect them, they caught them out of the air and threw them back as projectiles. </p><p></p><p>It's more like the cases that deflect arrows should only work with objects carried in hand for bullets. Unless they "Evade Fire" like in Dragonstar. However it seems clear enough that catching bullets and throwing them back should be the demonstration of the Return Shot psionic feat, or another psionic feat that has deflect arrows as a prereq.</p><p></p><p>Those are the biggest issues I can think of so far...</p><p></p><p>Any other suggestions and ideas for how things should be handled?</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 779128, member: 779"] I'm starting up a campaign world where flintlock firearms and the like are quite common. Most firearms are simple or martial weapons, therefore everyone uses them. I plan on using the D&D classes since magic (and psionics) as it is still a High-Magic fantasy world. Some issues... 1. I plan on using Defense Bonuses, I do have a good idea what classes get which bonuses. Most of the fighting classes and divine spellcasters get the defense bonuses of the Strong/Tough/Dedicated hero. Most of the arcane classes get the smart hero bonus. And Monk and Rogue might end up with either the Fast hero bonus. 2. I don't want the party to be running around in plate-mail all the time, if there classes allow it. I want the armor bonuses of the standard D&D armor against firearms to be quite a bit lower. But I wouldn't rule out they be treated as touch attacks, since it would come as no loss to give up armor profeciencies for possible variant classes. Generally I would like light and medium armor to offer some protection, and heavy to offer little protection. Any ideas how to best treat this? Perhaps full bonus for light armor, half for medium, and something like 3/4 for heavy armor. There will be some armor available designed more for dealing with bullets, however they won't be the best against melee attacks. And later on mechanical armor that can only be used with someone who has Heavy Armor Profeciency. One thing I would eventually come up with is armor penetration feats to eliminate these reduced armor bonuses, which would not only apply to firearms but also bows and crossbows. Though I'm wondering if I should instead try using the damage reduction for armor that's in star wars instead. 3. With defense bonuses being used, should I allow the parry feats Dragon 301 (whether selected or everyone gets Parry)? or does it become redundant and messes things up even more. 4. Deflect arrows and bullets, for the martial arts characters... I've never seen anyone in any movie deflect bullets with bare hands, I've seen them do it with swords and other things in their hands, but never Deflect bullets with their bare hands. And whenever someone did something with their bare hands to bullets they didn't Deflect them, they caught them out of the air and threw them back as projectiles. It's more like the cases that deflect arrows should only work with objects carried in hand for bullets. Unless they "Evade Fire" like in Dragonstar. However it seems clear enough that catching bullets and throwing them back should be the demonstration of the Return Shot psionic feat, or another psionic feat that has deflect arrows as a prereq. Those are the biggest issues I can think of so far... Any other suggestions and ideas for how things should be handled? [/QUOTE]
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