making firearms more deadly (deadlier?)

CarlZog said:
Well, at the risk of sounding like a broken record, this one of the big reasons I like Alternity. It replaces hit points with a "durability" system that classifies damage as fatigue, stun, wounds, and mortal damage. The points are based on attributes, and don't ramp up with experience like d20.
We have something like that. It's called the Damage Saving Throw System from Mutants & Masterminds and Blue Rose. This is by far the first d20-based wound-level rules mechanics I've seen.
 

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Exactly what additional effect should you want firearms to inflict on targeted victims?

Good question. I just have this idea that firearms should be somehow different than swords and axes and crossbows. I never said it was vaild (although mmadsen numbers do point in that direction), I just felt that firearms should be more dangerous.

Because hp's or VP's represent many abstract qualities: the ability to turn a lethal blow into a glancing blow, luck, fatigue, etc, I always thought firearms should make things a lot more difficult. The current system firearm system doesn't make a random punk anymore dangerous just because he's pointing a gun at you.

Bottom line: I think a punk with a gun should be more dangerous than a punk with a crossbow or sword. The punk might not be very accurate with the gun but if he does get off a lucky shot, I think you should have a much more difficult time "rolling with the punches" than a sword or crossbow bolt.

Because of the bullet's speed and force of impact, there's not much you can do if it's headed your way.
 

Ranger REG said:
We have something like that. It's called the Damage Saving Throw System from Mutants & Masterminds and Blue Rose. This is by far the first d20-based wound-level rules mechanics I've seen.

I'll have to check that out. I haven't played either of those games.

In terms of damage details, I've also seen pretty good hit location rules that can be used with Alternity, and the system allows for "called shots" with variable damage effects like speed reduction, restricted use of hands and arms, etc.


Carl
 

Blue Rose's Damage Save

Ranger REG said:
We have something like that. It's called the Damage Saving Throw System from Mutants & Masterminds and Blue Rose. This is by far the first d20-based wound-level rules mechanics I've seen.
Blue Rose's Damage Save rules are explained in this developer's log.
 




GJ,
That's what MDT is for. A high enough damage with a firearm will trigger a MDT even if the damage represents a small fraction of the characters hit points. Firearms doing 3d6 (for example) will on average trigger a MDT on NPCs/ordinaries and for many PCs as well. Now a hero may, MAY be able to survive the shot, and great heroes will usually be able to take several shots. But that's why they're heroes.
 

In fact, if you wan to keep the WP/VP system: Use a MDT that when failed converts the WP to VP! That way a strong single attack (ie a firearm) that normally would just to WP has a chance to be all VP. It keeps most attacks as WP since they wouldn't threaten an MDT. I think that would work well for you. An exta step or two but worth it.
 

You want deadly? Massive Damage Save = 10, a la Call of Cthulhu d20. Most d20 Modern handguns will hit this, but only a little over 10% of the time. Big handguns and rifle bullets will hit it about 25% of the time.
 

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