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General Tabletop Discussion
*TTRPGs General
making firearms more deadly (deadlier?)
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<blockquote data-quote="Turhan" data-source="post: 2277351" data-attributes="member: 21856"><p>Glassjaw,</p><p></p><p>Here is what I did ot make them scary. All firearms ignore all armor. Magic armor is no benefit. The PC's AC is simply 10 + Dex modifier.</p><p></p><p>Certain spells can affect the bullet: all spells with Deflection bonuses stack with the base armor class and Dex, but the Deflection is only half of what the spell awards normally (e.g., Ring of Prot +2 yields +1 AC, but a Ring +1 yields no bonus). Displacement effects still work against the bullet. Natural armor bonuses stack with no penalty. Shield stacks with no penalty.</p><p></p><p>Magic armor struck by the bullet can eventually damage the armor and render it ineffective until repaired. 2 bullet strikes remove a +1 from the magic AC, and a critical hit removes +2.</p><p></p><p>I also have the PC roll a d12 to assign the location of the bullet strike:</p><p>1-2 = left arm</p><p>3-4 = rt arm</p><p>5-6 = rt leg</p><p>7-8 = rt arm</p><p>9 = belly</p><p>10 = chest</p><p>11= neck</p><p>12 = head</p><p></p><p>If a creature has wings and need to roll the d12, I just say a 9 = the body, a 10 = the head and 11 & 12 are the wings.</p><p></p><p>Sometimes a bullet strike to an arm doesn't damage the magic armor, and the PC's really liked that! Take a flesh wound, but spare the armor. </p><p></p><p>Be sure to talk talk it over with them first as it is real easy to get a head or heart shot and kill them dead with one bullet.</p><p></p><p>I also play with hero/action points so once in a while a deadly shot can be countered. To keep it deadly though, None of the players ever has more than 2 hero points, and they can't be shared around. And they are hard to come by in the first place - only heroic acts and fearless behavior earn a Point.</p><p></p><p>YMMV, of course.</p></blockquote><p></p>
[QUOTE="Turhan, post: 2277351, member: 21856"] Glassjaw, Here is what I did ot make them scary. All firearms ignore all armor. Magic armor is no benefit. The PC's AC is simply 10 + Dex modifier. Certain spells can affect the bullet: all spells with Deflection bonuses stack with the base armor class and Dex, but the Deflection is only half of what the spell awards normally (e.g., Ring of Prot +2 yields +1 AC, but a Ring +1 yields no bonus). Displacement effects still work against the bullet. Natural armor bonuses stack with no penalty. Shield stacks with no penalty. Magic armor struck by the bullet can eventually damage the armor and render it ineffective until repaired. 2 bullet strikes remove a +1 from the magic AC, and a critical hit removes +2. I also have the PC roll a d12 to assign the location of the bullet strike: 1-2 = left arm 3-4 = rt arm 5-6 = rt leg 7-8 = rt arm 9 = belly 10 = chest 11= neck 12 = head If a creature has wings and need to roll the d12, I just say a 9 = the body, a 10 = the head and 11 & 12 are the wings. Sometimes a bullet strike to an arm doesn't damage the magic armor, and the PC's really liked that! Take a flesh wound, but spare the armor. Be sure to talk talk it over with them first as it is real easy to get a head or heart shot and kill them dead with one bullet. I also play with hero/action points so once in a while a deadly shot can be countered. To keep it deadly though, None of the players ever has more than 2 hero points, and they can't be shared around. And they are hard to come by in the first place - only heroic acts and fearless behavior earn a Point. YMMV, of course. [/QUOTE]
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making firearms more deadly (deadlier?)
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