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First d20 future session
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<blockquote data-quote="Zen" data-source="post: 2930931" data-attributes="member: 19587"><p>One of our regular D&D players was unavailable last night, so 3 of us jammed on a d20 future (2nd level, PL7) game, with 1 GM and two players each running two characters each. We've only used the modern ruleset once before a few months ago with an old west one-shot, so it was a bit of a jump to be space marines dropped onto a hostile jungle world to retrieve a science team, but we managed to get through a short adventure and have a great time in the process. </p><p></p><p>A few observations/tales worth telling:</p><p></p><p>Characters with a low bab (and it's easy to be 2nd level and have 0 bab in Modern) can still be effective by using grenades and grenade launchers to target squares instead of actual opponents.</p><p></p><p>We double-teamed some bad guys by hitting them with tangler grenades to hurt their reflex save and then subjecting them to autofire from a plasma rifle. </p><p></p><p>Winning initiative is the way to go. With the massive damage checks and guns throwing around 3d8 damage dice or more from over 100 feet away, going second can mean not going at all. Improved initiative for everyone -- or at least the guys with the heavy weapons </p><p></p><p>I'm going to tweak one of my characters to be a better melee fighter. We were so excited to get our laser guns that when a giant dire boar charged us and got close, we were kind of screwed by the -4 to fire into melee and not wanting to use grenades at all. We had melee weapons, but no feats to make them really effective. </p><p></p><p>There is a ton of equipment you want to have. Our dm was lenient, so when we camped for the night and no one had thought to outfit with night vision goggles, he allowed us to retroactively acquire them, but it's tough to get your head into a tech mode after being in a magic mode for so long. </p><p></p><p>That's it-- we hope for get a few more stand-up fights in and not another bughunt, but we'll see what the D&D schedule allows.</p><p></p><p>--Z</p></blockquote><p></p>
[QUOTE="Zen, post: 2930931, member: 19587"] One of our regular D&D players was unavailable last night, so 3 of us jammed on a d20 future (2nd level, PL7) game, with 1 GM and two players each running two characters each. We've only used the modern ruleset once before a few months ago with an old west one-shot, so it was a bit of a jump to be space marines dropped onto a hostile jungle world to retrieve a science team, but we managed to get through a short adventure and have a great time in the process. A few observations/tales worth telling: Characters with a low bab (and it's easy to be 2nd level and have 0 bab in Modern) can still be effective by using grenades and grenade launchers to target squares instead of actual opponents. We double-teamed some bad guys by hitting them with tangler grenades to hurt their reflex save and then subjecting them to autofire from a plasma rifle. Winning initiative is the way to go. With the massive damage checks and guns throwing around 3d8 damage dice or more from over 100 feet away, going second can mean not going at all. Improved initiative for everyone -- or at least the guys with the heavy weapons I'm going to tweak one of my characters to be a better melee fighter. We were so excited to get our laser guns that when a giant dire boar charged us and got close, we were kind of screwed by the -4 to fire into melee and not wanting to use grenades at all. We had melee weapons, but no feats to make them really effective. There is a ton of equipment you want to have. Our dm was lenient, so when we camped for the night and no one had thought to outfit with night vision goggles, he allowed us to retroactively acquire them, but it's tough to get your head into a tech mode after being in a magic mode for so long. That's it-- we hope for get a few more stand-up fights in and not another bughunt, but we'll see what the D&D schedule allows. --Z [/QUOTE]
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