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Is there no love for d20 modern?
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<blockquote data-quote="Vigilance" data-source="post: 2745471" data-attributes="member: 4275"><p>Danke. </p><p></p><p>There is a subset of modern gamers (of all systems) that demand what I call "hyper realism". The reason I don't just say they demand "realism" is because none of the hyper real folks that I have encountered agree on what constitutes realism and realistic combat.</p><p></p><p>Usually this involves putting together a string of effects linked to any firearm injury, including massive damage, a chance to be killed outright (even if the damage doesn't kill you) and then blood loss every round.</p><p></p><p>If I wanted to add that level of hyper realism to my game I'd just have players make an attack roll, and if they hit, say "bang- he's dead", then I'd make my attack rolls and if I hit say "bang- you're dead".</p><p></p><p>Seems like it would cut out the middleman.</p><p></p><p>I encountered a whole slew of hyper realists when I released the first edition of Blood and Guts. I am not talking about the fine folks, many of them active duty in the military (including a very helpful PSYOP soldier from MacDill in Tampa) who pointed out factual errors large and small. I did a lot of research, plus had some innate knowledge from conversations with my stepfather but no one is perfect and frankly in some cases I confronted sources who disagreed with one another during research.</p><p></p><p>These guys made the book better and helped make it a success.</p><p></p><p>When I say I got a lot of comments from hyper realists I mean comments like "I can't tell if the damage for that TOW missile is incorrect because it doesn't say if its a TOW or a TOW II".</p><p></p><p>I wish I could watch video of weapons in use and eyeball the amount of damage inflicted. </p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 2745471, member: 4275"] Danke. There is a subset of modern gamers (of all systems) that demand what I call "hyper realism". The reason I don't just say they demand "realism" is because none of the hyper real folks that I have encountered agree on what constitutes realism and realistic combat. Usually this involves putting together a string of effects linked to any firearm injury, including massive damage, a chance to be killed outright (even if the damage doesn't kill you) and then blood loss every round. If I wanted to add that level of hyper realism to my game I'd just have players make an attack roll, and if they hit, say "bang- he's dead", then I'd make my attack rolls and if I hit say "bang- you're dead". Seems like it would cut out the middleman. I encountered a whole slew of hyper realists when I released the first edition of Blood and Guts. I am not talking about the fine folks, many of them active duty in the military (including a very helpful PSYOP soldier from MacDill in Tampa) who pointed out factual errors large and small. I did a lot of research, plus had some innate knowledge from conversations with my stepfather but no one is perfect and frankly in some cases I confronted sources who disagreed with one another during research. These guys made the book better and helped make it a success. When I say I got a lot of comments from hyper realists I mean comments like "I can't tell if the damage for that TOW missile is incorrect because it doesn't say if its a TOW or a TOW II". I wish I could watch video of weapons in use and eyeball the amount of damage inflicted. Chuck [/QUOTE]
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