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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4873629" data-attributes="member: 58907"><p>Eighteen groups are currently playtesting NeuroSpasta. So far, feedback has been positive and useful. There have been quite a few issues we have tried to deal with. Some of them relate to Amethyst.</p><p></p><p>The most notable of these have dealt with ammunition usage and firearm damage.</p><p></p><p>I have noticed quite a few homebrew gamers working on their own variation of modern weapons. In every situation, we here at DEM have felt the damage outputs of these weapons have been remarkably high. Simply put, there is this common belief that a 9mm round will do two or three times more damage than say, a broadsword.</p><p></p><p>When did this occur?</p><p></p><p>Comparing a pistol to a short sword and saying the pistol should do more damage makes little sense to me. Compare a Heavy machine gun to a katana? The only advantage a firearm has to a melee weapon is range. When it came to actual physical damage to an unarmed opponent, the melee weapon wins. Yet I see these damage capacities for weapons listed as 2d10 and 3d6. Yes, pistols in Amethyst and NeuroSpasta do 1d4 - 1d6. Two-handed weapons like rifles and small machine guns do 1d8. Heavy machine guns do 1d8 to 2d6. Amethyst has enhancements so that a railgun is a +4 weapon and a laser is a +5 weapon. Further, NeuroSpasta has both hardness values and armor penetration so that a pistol cannot damage a tank while a tank will utterly destroy a normal person.</p><p></p><p>The other point was ammo. Simply put, we didn't want to confuse issues so rapid fire weapons were always in increments of 5 but even adding additional rounds, the damage increase was not severe. This was because we didn't want the damage capacities of firearms to get away from us. In the end, your powers will dictate your high-damage hits, not the weapons. This was another fact people seemed to forget. In Amethyst, yes, a machine gun does 1d8...but certain powers with them are 6[W]. That's an insane amount of damage from only 10 bullets. The other point is that ammunition usage can really get away from you. If you do an area effect with a heavy weapon, targeting 6 guys and you go full out with Burst fire, you just used 90 rounds of ammunition in 6 seconds. That seems a lot, right? Check out the M-60 and see how many rounds of ammunition it can fire in 5 seconds (here's a hint, its 92). Thankfully, there is also a feat which reduces this number. Yes, this means you'll be changing clips. Yes this means you may run out of ammo. This is the problem you must contend with in a modern game with firearms.</p><p>Another issue was movement. In both Amethyst and NeuroSpasta, if you move before you fire your weapon, you incur a -1 penalty to attack rolls. This means if you don't want this penalty, you will have to shoot first and then move on your round. Heavy weapons are even worse; it's a -4 penalty if you move before shooting. Yes, its high...it's almost useless to even shoot. That's the point. Despite what you have seen in movies, it is nearly impossible to fire a heavy weapon while running at full speed. Thankfully, certain classes suppress or decrease this penalty. In Amethyst, the Grounder ignores the penalty of two handed small-arms and heavy weapons are treated as two-handed small arms. In NeuroSpasta, both the Heavy and Man-At-Arms classes feature similar rules (the Heavy gains it with heavy weapons; Man-At-Arms gains it with two-handed small arms). We were more worried about ammunition usage in Amethyst because players have to buy everything. In NeuroSpasta, bullets flow like water.</p><p></p><p>Next time, I talk philosophy again...</p><p></p><p>...I can hear you groaning...</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4873629, member: 58907"] Eighteen groups are currently playtesting NeuroSpasta. So far, feedback has been positive and useful. There have been quite a few issues we have tried to deal with. Some of them relate to Amethyst. The most notable of these have dealt with ammunition usage and firearm damage. I have noticed quite a few homebrew gamers working on their own variation of modern weapons. In every situation, we here at DEM have felt the damage outputs of these weapons have been remarkably high. Simply put, there is this common belief that a 9mm round will do two or three times more damage than say, a broadsword. When did this occur? Comparing a pistol to a short sword and saying the pistol should do more damage makes little sense to me. Compare a Heavy machine gun to a katana? The only advantage a firearm has to a melee weapon is range. When it came to actual physical damage to an unarmed opponent, the melee weapon wins. Yet I see these damage capacities for weapons listed as 2d10 and 3d6. Yes, pistols in Amethyst and NeuroSpasta do 1d4 - 1d6. Two-handed weapons like rifles and small machine guns do 1d8. Heavy machine guns do 1d8 to 2d6. Amethyst has enhancements so that a railgun is a +4 weapon and a laser is a +5 weapon. Further, NeuroSpasta has both hardness values and armor penetration so that a pistol cannot damage a tank while a tank will utterly destroy a normal person. The other point was ammo. Simply put, we didn't want to confuse issues so rapid fire weapons were always in increments of 5 but even adding additional rounds, the damage increase was not severe. This was because we didn't want the damage capacities of firearms to get away from us. In the end, your powers will dictate your high-damage hits, not the weapons. This was another fact people seemed to forget. In Amethyst, yes, a machine gun does 1d8...but certain powers with them are 6[W]. That's an insane amount of damage from only 10 bullets. The other point is that ammunition usage can really get away from you. If you do an area effect with a heavy weapon, targeting 6 guys and you go full out with Burst fire, you just used 90 rounds of ammunition in 6 seconds. That seems a lot, right? Check out the M-60 and see how many rounds of ammunition it can fire in 5 seconds (here's a hint, its 92). Thankfully, there is also a feat which reduces this number. Yes, this means you'll be changing clips. Yes this means you may run out of ammo. This is the problem you must contend with in a modern game with firearms. Another issue was movement. In both Amethyst and NeuroSpasta, if you move before you fire your weapon, you incur a -1 penalty to attack rolls. This means if you don't want this penalty, you will have to shoot first and then move on your round. Heavy weapons are even worse; it's a -4 penalty if you move before shooting. Yes, its high...it's almost useless to even shoot. That's the point. Despite what you have seen in movies, it is nearly impossible to fire a heavy weapon while running at full speed. Thankfully, certain classes suppress or decrease this penalty. In Amethyst, the Grounder ignores the penalty of two handed small-arms and heavy weapons are treated as two-handed small arms. In NeuroSpasta, both the Heavy and Man-At-Arms classes feature similar rules (the Heavy gains it with heavy weapons; Man-At-Arms gains it with two-handed small arms). We were more worried about ammunition usage in Amethyst because players have to buy everything. In NeuroSpasta, bullets flow like water. Next time, I talk philosophy again... ...I can hear you groaning... [/QUOTE]
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