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Is there no love for d20 modern?
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<blockquote data-quote="JPL" data-source="post: 2748108" data-attributes="member: 1964"><p>You're welcome.</p><p></p><p>As far as "gun bunnies" go, I like a product like "Weapons Locker" [editing problems notwithstanding] that gives you all sorts of flavor text for different sorts of guns, but doesn't try to model in-game every single variable that differentiates Gun A from Gun B. If I'm playing a character who is serious about his weapons --- say, in a Blood and Guts campaign --- it's handy to be able to quote that stuff for characterization purposes.</p><p></p><p>I suppose if you're playing something like a "realistic SWAT team" or "realistic Spec Ops," it might make sense to try to model combat with a high degree of accuracy. But my question is, are you demanding ultrarealism in your firefights but letting everything else remain fuzzy? Because in a realistic Spec Ops game, you can't rescue the hostages because a couple of helicopters crash in the desert. In a realistic SWAT game, there is no bad guy offering "one beellion dollars" to anyone who can free him, and if a fight lasts more than two rounds, you've messed up big time. In a realistic cop game, you have to write a report every time you draw your weapon, and if you even use pepper spray, there's a good chance you'll get sued over it. It's one thing to deal with the physics and physiology of violence realistically --- what about the legal and social and psychological context?</p></blockquote><p></p>
[QUOTE="JPL, post: 2748108, member: 1964"] You're welcome. As far as "gun bunnies" go, I like a product like "Weapons Locker" [editing problems notwithstanding] that gives you all sorts of flavor text for different sorts of guns, but doesn't try to model in-game every single variable that differentiates Gun A from Gun B. If I'm playing a character who is serious about his weapons --- say, in a Blood and Guts campaign --- it's handy to be able to quote that stuff for characterization purposes. I suppose if you're playing something like a "realistic SWAT team" or "realistic Spec Ops," it might make sense to try to model combat with a high degree of accuracy. But my question is, are you demanding ultrarealism in your firefights but letting everything else remain fuzzy? Because in a realistic Spec Ops game, you can't rescue the hostages because a couple of helicopters crash in the desert. In a realistic SWAT game, there is no bad guy offering "one beellion dollars" to anyone who can free him, and if a fight lasts more than two rounds, you've messed up big time. In a realistic cop game, you have to write a report every time you draw your weapon, and if you even use pepper spray, there's a good chance you'll get sued over it. It's one thing to deal with the physics and physiology of violence realistically --- what about the legal and social and psychological context? [/QUOTE]
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Is there no love for d20 modern?
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