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M&M: Making Guns Interesting
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<blockquote data-quote="ledded" data-source="post: 1800476" data-attributes="member: 12744"><p>Well, I dont know if this is even appropriate, but here is something I did with BnV / d20 Modern for our WWII supers game.</p><p> </p><p>I wanted the PC's to be able to fight against normally overwhelming odds, while still being leery of getting shot or blown up; I didnt want them to be able to totally ignore mundane firearms because it is a *huge* facet of our game.</p><p> </p><p>First, we use d20 Modern as a base and the firearms in there have their damage die upped by one because we use VP/WP (so 2d6 goes to 3d6, 2d10 goes to 3d10, etc).</p><p> </p><p>So we have a character that has enough PP in physical ranged absorption to be able to ignore 5 dice of damage (which is a lot of absorption, BTW). A bad guy takes a shot at him with a Kar 98 rifle, which does 3d10 points of damage. Even though he's very tough, I didnt want him to completely ignore it, because I also didnt want there to be a bunch of 'super guns' made just to nix somebody's schtick. </p><p> </p><p>I do a quick conversion of 3d10 to d6's, 6d6. So if the shot hits, Mr Absorption rolls a save (if autofire/explosion, normal reflex, if a single shot, then a fort vs the attack roll) and applies the absorption (ignoring 5d6 on a successful save) as proscribed in the rules.</p><p> </p><p>This way, Mr Absorption can shrug off small caliber gunshots/autofire most of the time with no effect, and still resist a good portion of high-powered rifle shots. However, a sniper with a very good attack and still mess up his day, and a Tiger tank firing its main gun at his position can still cause him a world of hurt.</p><p> </p><p>In play, this has been really good. The main character who is the Brick/Meat Shield has taken tons of abuse, including being nearly shot with a tank's main gun, but his absorption has allowed him to draw a lot of fire while his quicker/less sturdy comrades rip the mooks to shreds (most of the time). He still messes up though, and has nearly been killed a couple times because of a couple bad rolls. And describing the absorption effect is a lot of fun for the GM too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>To make it easier, I keep a small cross-reference sheet of the damage types they face in the nearest d6 equivalent so I can convert as fast as possible and it is seamless to the players (I dont make them sweat it).</p><p> </p><p>It's grittier and more dangerous than a typical supers game, I'll admit, but we like our gaming that way for the most part.</p></blockquote><p></p>
[QUOTE="ledded, post: 1800476, member: 12744"] Well, I dont know if this is even appropriate, but here is something I did with BnV / d20 Modern for our WWII supers game. I wanted the PC's to be able to fight against normally overwhelming odds, while still being leery of getting shot or blown up; I didnt want them to be able to totally ignore mundane firearms because it is a *huge* facet of our game. First, we use d20 Modern as a base and the firearms in there have their damage die upped by one because we use VP/WP (so 2d6 goes to 3d6, 2d10 goes to 3d10, etc). So we have a character that has enough PP in physical ranged absorption to be able to ignore 5 dice of damage (which is a lot of absorption, BTW). A bad guy takes a shot at him with a Kar 98 rifle, which does 3d10 points of damage. Even though he's very tough, I didnt want him to completely ignore it, because I also didnt want there to be a bunch of 'super guns' made just to nix somebody's schtick. I do a quick conversion of 3d10 to d6's, 6d6. So if the shot hits, Mr Absorption rolls a save (if autofire/explosion, normal reflex, if a single shot, then a fort vs the attack roll) and applies the absorption (ignoring 5d6 on a successful save) as proscribed in the rules. This way, Mr Absorption can shrug off small caliber gunshots/autofire most of the time with no effect, and still resist a good portion of high-powered rifle shots. However, a sniper with a very good attack and still mess up his day, and a Tiger tank firing its main gun at his position can still cause him a world of hurt. In play, this has been really good. The main character who is the Brick/Meat Shield has taken tons of abuse, including being nearly shot with a tank's main gun, but his absorption has allowed him to draw a lot of fire while his quicker/less sturdy comrades rip the mooks to shreds (most of the time). He still messes up though, and has nearly been killed a couple times because of a couple bad rolls. And describing the absorption effect is a lot of fun for the GM too ;) To make it easier, I keep a small cross-reference sheet of the damage types they face in the nearest d6 equivalent so I can convert as fast as possible and it is seamless to the players (I dont make them sweat it). It's grittier and more dangerous than a typical supers game, I'll admit, but we like our gaming that way for the most part. [/QUOTE]
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