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If you could put D&D into any other non middle ages genre, what would it be?
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<blockquote data-quote="77IM" data-source="post: 7622285" data-attributes="member: 12377"><p>Maybe this isn't the thread to be brainstorming Western Genre Rules, but I can't help myself...</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">Assume a guns do reasonable damage similar to melee damage (d8 for a pistol, d10 for a rifle, or thereabouts).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Aim:</strong> If you don't move on your turn, your ranged attacks deal double damage.</p> <p style="margin-left: 20px"><strong>Flat-Footed:</strong> If you didn't move on your previous turn, all ranged attacks against you deal double damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(Translation: During a "duel at high noon" you are each dealing each other 4x damage.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Cover:</strong> If you have 1/2 cover, attacks that hit you deal 1/2 damage. If you have 3/4 cover, attacks against you deal 1/4 cover. Cover still gives you the normal AC bonus, too!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(Translation: Running for cover becomes extremely important, to cancel out the x2 damage that comes from enemies aiming at you, and from you aiming at enemies. Consequently, once the encounter devolves from a duel into a gunfight, everyone dives for cover, and tries to sneak around and flank each other. This is extremely true to the Western genre in my experience -- our protagonists crouch behind barrels, having conversations while getting showered with splinters, while the villains creep around on rooftops. Flanking is a risk because you might be caught out in the open.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(If your opponent is constantly behind cover, closing to melee range might seem like a good idea -- except, if your opponent has a firearm, they can pop a few shots at you while you approach, and with double damage...)</p><p></p><p>OK, so maybe this isn't the best system (lots of multiplying fractions, and remembering who moved last round) but my point is that the tactical options available affect the tactics used -- so if D&D favors melee, there may be ways to change that without jacking up firearm's base damage or reducing everyone's hit points.</p></blockquote><p></p>
[QUOTE="77IM, post: 7622285, member: 12377"] Maybe this isn't the thread to be brainstorming Western Genre Rules, but I can't help myself... [INDENT] Assume a guns do reasonable damage similar to melee damage (d8 for a pistol, d10 for a rifle, or thereabouts). [B]Aim:[/B] If you don't move on your turn, your ranged attacks deal double damage. [B]Flat-Footed:[/B] If you didn't move on your previous turn, all ranged attacks against you deal double damage. (Translation: During a "duel at high noon" you are each dealing each other 4x damage.) [B]Cover:[/B] If you have 1/2 cover, attacks that hit you deal 1/2 damage. If you have 3/4 cover, attacks against you deal 1/4 cover. Cover still gives you the normal AC bonus, too! (Translation: Running for cover becomes extremely important, to cancel out the x2 damage that comes from enemies aiming at you, and from you aiming at enemies. Consequently, once the encounter devolves from a duel into a gunfight, everyone dives for cover, and tries to sneak around and flank each other. This is extremely true to the Western genre in my experience -- our protagonists crouch behind barrels, having conversations while getting showered with splinters, while the villains creep around on rooftops. Flanking is a risk because you might be caught out in the open.) (If your opponent is constantly behind cover, closing to melee range might seem like a good idea -- except, if your opponent has a firearm, they can pop a few shots at you while you approach, and with double damage...)[/INDENT] OK, so maybe this isn't the best system (lots of multiplying fractions, and remembering who moved last round) but my point is that the tactical options available affect the tactics used -- so if D&D favors melee, there may be ways to change that without jacking up firearm's base damage or reducing everyone's hit points. [/QUOTE]
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If you could put D&D into any other non middle ages genre, what would it be?
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