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Is there no love for d20 modern?
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<blockquote data-quote="takyris" data-source="post: 2750057" data-attributes="member: 5171"><p>I think that it's worth pointing out that there's a difference between realistic and granular. If I do research on handguns and find out that after all the data is calculated, a shot fired from a handgun kills its target 25% of the time, incapacitates its target 25% of the time, injures its target 25% of the time, and misses its target 25% of the time, I can make a game that simply has the player roll a d4 every time he pulls the trigger, and that game will be realistic. It won't be granular, though -- no differentiation for skill of the person firing, or for the skill of the person trying not to get shot, or for cover, or for range. But within those parameters -- looking at the stats and making a game that reflects those stats accurately -- it's realistic.</p><p></p><p>I have no idea whether d20 Modern is realistic. My gut tells me that it is trying to emulate cinematic combat rather than real-world statistical combat, which is good, because I want cinematic combat.</p><p></p><p>A lot of people who say they want something more realistic actually want something more granular. They want to know where the bullet hit, or where it grazed, or how far it missed by (I also go with "near misses" for low-damage shots on high-level characters). They want bleeding rules, and aren't satisfied with just having the GM say, "Tell me that you're tearing off a shirtsleeve to bandage the wound after the fight. That's how we handle bleeding here."</p><p></p><p>They say that they want more realism, but most bleeding rules I've seen don't accurately reflect what I've learned in first aid classes. They want more granularity... which often results in splatterpunk, not realism.</p><p></p><p>My two cents, Canadian. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="takyris, post: 2750057, member: 5171"] I think that it's worth pointing out that there's a difference between realistic and granular. If I do research on handguns and find out that after all the data is calculated, a shot fired from a handgun kills its target 25% of the time, incapacitates its target 25% of the time, injures its target 25% of the time, and misses its target 25% of the time, I can make a game that simply has the player roll a d4 every time he pulls the trigger, and that game will be realistic. It won't be granular, though -- no differentiation for skill of the person firing, or for the skill of the person trying not to get shot, or for cover, or for range. But within those parameters -- looking at the stats and making a game that reflects those stats accurately -- it's realistic. I have no idea whether d20 Modern is realistic. My gut tells me that it is trying to emulate cinematic combat rather than real-world statistical combat, which is good, because I want cinematic combat. A lot of people who say they want something more realistic actually want something more granular. They want to know where the bullet hit, or where it grazed, or how far it missed by (I also go with "near misses" for low-damage shots on high-level characters). They want bleeding rules, and aren't satisfied with just having the GM say, "Tell me that you're tearing off a shirtsleeve to bandage the wound after the fight. That's how we handle bleeding here." They say that they want more realism, but most bleeding rules I've seen don't accurately reflect what I've learned in first aid classes. They want more granularity... which often results in splatterpunk, not realism. My two cents, Canadian. :) [/QUOTE]
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