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[Grim Tales] Effects of Armor
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2081663" data-attributes="member: 12332"><p>This is what I do in my game. We have smoothbore firearms, which are pretty expensive but not exactly RARE.</p><p></p><p>I can post the stats, but they basically do 1d6+2 (tiny handgun) to 3d8 (full musket) and a range of things inbetween. All 3-X damage, though, because I'm weird that way.</p><p></p><p>In GT (and this wasn't in the 3.5 SRD that I can see), Encumbrance affects your attack bonus. Medium load nets you a -3 on all attacks, etc etc. This means that characters in plate are going to have to have really really high STR to keep from being encumbered by the armor.</p><p></p><p>The thing I've found with Modern/GT is that it works backward from the AC/AB scaling of D&D. In D&D, your AC means less and less as you level because AC bonuses don't scale to monster AB. Eventually it's all you can do to stay 50/50. In GT/Modern, AB stays so low from multiclassing and generally low Attack Progression, while AC (Defense) goes up far more rapidly. The design element was to up Defense to make up for the lack of magic, but Attack doesn't get the same consideration and, indeed, gets nerfed heavily by any sort of multiclassing or staying away from Strong. Most of my 5th level PCs have +2 ABs but 20-ish Defenses. They can't shoot themselves in the foot if they tried. And in my game, nobody wears anything heavier than Leather. That mostly for the Damage Conversion.</p><p></p><p>I've begun implementing Fractional Attack Progression. Just to alleviate some of the nerf-sticking multiclass PCs get. </p><p></p><p>I think making firearms Ranged Touch would overpower them at all but the smallest damage bonuses. And at small damage, there's little chance of forcing MDTs. Culling Class Defense during Flat-Footed moments can help, but introduces alot of He Who Goeth First situations. I think just increasing Attack Bonus with fractional attack progression might help. Also using "Ordinaries" from Modern works to introduce threats without huge CR. Basically an Ordinary is a normal PC without Talents or Bonus Feats. DR = Level -1. You can then introduce CR 1 Ordinaries who are Strong2 with good Dex and firearms that have a +3-+4 attack. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2081663, member: 12332"] This is what I do in my game. We have smoothbore firearms, which are pretty expensive but not exactly RARE. I can post the stats, but they basically do 1d6+2 (tiny handgun) to 3d8 (full musket) and a range of things inbetween. All 3-X damage, though, because I'm weird that way. In GT (and this wasn't in the 3.5 SRD that I can see), Encumbrance affects your attack bonus. Medium load nets you a -3 on all attacks, etc etc. This means that characters in plate are going to have to have really really high STR to keep from being encumbered by the armor. The thing I've found with Modern/GT is that it works backward from the AC/AB scaling of D&D. In D&D, your AC means less and less as you level because AC bonuses don't scale to monster AB. Eventually it's all you can do to stay 50/50. In GT/Modern, AB stays so low from multiclassing and generally low Attack Progression, while AC (Defense) goes up far more rapidly. The design element was to up Defense to make up for the lack of magic, but Attack doesn't get the same consideration and, indeed, gets nerfed heavily by any sort of multiclassing or staying away from Strong. Most of my 5th level PCs have +2 ABs but 20-ish Defenses. They can't shoot themselves in the foot if they tried. And in my game, nobody wears anything heavier than Leather. That mostly for the Damage Conversion. I've begun implementing Fractional Attack Progression. Just to alleviate some of the nerf-sticking multiclass PCs get. I think making firearms Ranged Touch would overpower them at all but the smallest damage bonuses. And at small damage, there's little chance of forcing MDTs. Culling Class Defense during Flat-Footed moments can help, but introduces alot of He Who Goeth First situations. I think just increasing Attack Bonus with fractional attack progression might help. Also using "Ordinaries" from Modern works to introduce threats without huge CR. Basically an Ordinary is a normal PC without Talents or Bonus Feats. DR = Level -1. You can then introduce CR 1 Ordinaries who are Strong2 with good Dex and firearms that have a +3-+4 attack. --fje [/QUOTE]
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