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General Tabletop Discussion
*TTRPGs General
making firearms more deadly (deadlier?)
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2279777" data-attributes="member: 94"><p>Yes, but it isn't:</p><p></p><p></p><p></p><p>The fact that anyone can pick up a firearm and be deadly proficient with it.</p><p></p><p>I would recommend two things:</p><p></p><p>1) First, classify firearms as Ballistic-type damage (alongside Slashing, Piercing, and Bludgeoning). From there, you can start to make all sorts of tweaks, such as:</p><p></p><p>2) Ballistic damage, like Falling damage, always forces a Massive Damage save.</p><p></p><p>Personally, I would modify this to say,</p><p></p><p>3) Any Ballistic attack that does any lethal damage at all forces a Massive Damage save.</p><p></p><p>But then, I use the far superior Armor as Damage Conversion, while you are still stuck on Armor as Damage Reduction, which requires a LOT more changes to implement.</p><p></p><p>I am not sure that making firearms super deadly is necessarily going to make for a better <em>game</em>, though. You will end up with a simulation very close to Shadowrun (not altogether a bad thing) where the game devolves into a contest to see (a) who can shoot first and (b) who can not get shot.</p><p></p><p>But that sort of game invalidates all sorts of otherwise interesting character concepts, because it's just no fun to (a) not shoot first and (b) get shot and killed.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2279777, member: 94"] Yes, but it isn't: The fact that anyone can pick up a firearm and be deadly proficient with it. I would recommend two things: 1) First, classify firearms as Ballistic-type damage (alongside Slashing, Piercing, and Bludgeoning). From there, you can start to make all sorts of tweaks, such as: 2) Ballistic damage, like Falling damage, always forces a Massive Damage save. Personally, I would modify this to say, 3) Any Ballistic attack that does any lethal damage at all forces a Massive Damage save. But then, I use the far superior Armor as Damage Conversion, while you are still stuck on Armor as Damage Reduction, which requires a LOT more changes to implement. I am not sure that making firearms super deadly is necessarily going to make for a better [i]game[/i], though. You will end up with a simulation very close to Shadowrun (not altogether a bad thing) where the game devolves into a contest to see (a) who can shoot first and (b) who can not get shot. But that sort of game invalidates all sorts of otherwise interesting character concepts, because it's just no fun to (a) not shoot first and (b) get shot and killed. [/QUOTE]
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making firearms more deadly (deadlier?)
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