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Firearms help needed please
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<blockquote data-quote="Yune Vangelov" data-source="post: 7214887" data-attributes="member: 6905609"><p>Hey Rodney,</p><p></p><p>I used to run a homebrewed game mixing D20 Modern, Urban Arcana, and D20 Future, back when they were prime. That idea has recently come up again, and I've spent some time constituting it into 5th edition, starting with Modern. We use automatic weapons that blanket squares with damage as well as burst fire that increases the dice to single targets. A few rules we've been using;</p><p></p><p><strong>Massive Damage.</strong> I've always been a fan of mortality. PCs. Monsters. Fear of death really makes the PCs think about how they are going to handle situations. It births critical thinking and tact, which is handy in a world where every breath could be your last. I use the ruling out of the DMG on Massive Damage, except the threshold is set at the characters Constitution score. This kind of levels the field as far as the lethality of everything. </p><p></p><p><strong>Dodge & Cover.</strong> This is a must. I cannot express this enough. Take the Dodge action. Find cover. Its how soldiers stay alive. In a modern world where armor is uncommon place for most people, this is how to be not dead. </p><p></p><p><strong>Proficiency Bonus & Ability Mod Dmg.</strong> This is a rougher patch that takes finding sweet spots. I used the UA: MM article as well when building around with this. I don't use the ability mod to damage. If you are to run with a Proficiency bonus always applying, and don't tend to run much armor in the world, I would consider the old D20 Modern solution; scaling defense bonus.</p><p></p><p><strong>Damage Mitigation.</strong> Ballistic or Piercing? Once you figure that out, put in the measures to defend against it. If the world has firearms, there are defensive measures against it. Armors designed around protecting against them, either offering resistance, or higher defense against them. If your world includes spells, then use them; look into D20 Modern and Urban Arcana for modern spells to not only deal with firearms, but also enrich your setting and affecting the world around in more modern ways. Pit your players against more adversaries that are resistant to those types of damage. If you are using Ballistic as a damage type, then use your best judgement on who would have resistance to it. If your players are blasting through beasties faster than you'd like, give them a few more HP; +2-4 HP per HD or CR, as needed.</p><p></p><p><strong>Conditions.</strong> There is no shortage of reasons during urban battle to either apply disadvantage. Hostages, passer-bys, vehicles whipping in front of your target, or just straight up layers of fog settling into a seedy alley way. Adding complication can be very enriching, of both world and story. </p><p></p><p></p><p>If you'd like any further details about the systems or rulings we use, just let me know. I'll go over any with you.</p></blockquote><p></p>
[QUOTE="Yune Vangelov, post: 7214887, member: 6905609"] Hey Rodney, I used to run a homebrewed game mixing D20 Modern, Urban Arcana, and D20 Future, back when they were prime. That idea has recently come up again, and I've spent some time constituting it into 5th edition, starting with Modern. We use automatic weapons that blanket squares with damage as well as burst fire that increases the dice to single targets. A few rules we've been using; [B]Massive Damage.[/B] I've always been a fan of mortality. PCs. Monsters. Fear of death really makes the PCs think about how they are going to handle situations. It births critical thinking and tact, which is handy in a world where every breath could be your last. I use the ruling out of the DMG on Massive Damage, except the threshold is set at the characters Constitution score. This kind of levels the field as far as the lethality of everything. [B]Dodge & Cover.[/B] This is a must. I cannot express this enough. Take the Dodge action. Find cover. Its how soldiers stay alive. In a modern world where armor is uncommon place for most people, this is how to be not dead. [B]Proficiency Bonus & Ability Mod Dmg.[/B] This is a rougher patch that takes finding sweet spots. I used the UA: MM article as well when building around with this. I don't use the ability mod to damage. If you are to run with a Proficiency bonus always applying, and don't tend to run much armor in the world, I would consider the old D20 Modern solution; scaling defense bonus. [B]Damage Mitigation.[/B] Ballistic or Piercing? Once you figure that out, put in the measures to defend against it. If the world has firearms, there are defensive measures against it. Armors designed around protecting against them, either offering resistance, or higher defense against them. If your world includes spells, then use them; look into D20 Modern and Urban Arcana for modern spells to not only deal with firearms, but also enrich your setting and affecting the world around in more modern ways. Pit your players against more adversaries that are resistant to those types of damage. If you are using Ballistic as a damage type, then use your best judgement on who would have resistance to it. If your players are blasting through beasties faster than you'd like, give them a few more HP; +2-4 HP per HD or CR, as needed. [B]Conditions.[/B] There is no shortage of reasons during urban battle to either apply disadvantage. Hostages, passer-bys, vehicles whipping in front of your target, or just straight up layers of fog settling into a seedy alley way. Adding complication can be very enriching, of both world and story. If you'd like any further details about the systems or rulings we use, just let me know. I'll go over any with you. [/QUOTE]
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