Making guns lethal.

Don't have the rule books handy, but can an AoO provoke an AoO? I was just seeing an infinite spiral of AoO.

One way to make this work is by saying that you can't make a ranged AoO if flat-footed. That would allow the individuals with high initiatives to basically get the battle rolling without getting AoOs. Those that come after, though . . . OUCH!
 

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Nadaka said:
This won't work.
Say you have two equally matched forces armed with firearms faceing each other within the first increment. One side decides to shoot first because shooting first gives you the advantage right?
wrong. because shooting first means that the opposition gets to take thier AoO, so in effect the decision to shoot first allows the other guys to get the first shot.

You are forgetting something very significant - no AoO if you have cover.

This ties in well with the standard military (and I believe police) doctrine of getting to cover first and formost if shooting starts.
 

Marlowe said:
Don't have the rule books handy, but can an AoO provoke an AoO? I was just seeing an infinite spiral of AoO.

One way to make this work is by saying that you can't make a ranged AoO if flat-footed. That would allow the individuals with high initiatives to basically get the battle rolling without getting AoOs. Those that come after, though . . . OUCH!

yes, an AoO can draw an AoO, so my example was in error. The one side starts shooting first, to be interupted by the second side, to be interupted by the first once a gain. Add combat reflexes to the mix and this cycle can repeat a few more times. Its just a very, very complicated way of dealing with it.

One rife with loopholes.
example lets say its 10 vs 10
side1 shoots first
1 guy on side 2 takes his AoO, the others don't
side1 uses all thier AoO on the one guy
the other 9 guys on side2 now use thier AoO without repercussion (unless there are a lot of combat reflex guys on side 1).

Plane Sailing said:
You are forgetting something very significant - no AoO if you have cover.

This ties in well with the standard military (and I believe police) doctrine of getting to cover first and formost if shooting starts.

I didn't forget cover. Getting to cover generally provokes AoO, so you might as well take a 5ft step and start shooting. You generally have to move to reach cover, and the instant you take more than a 5ft step everyone else gets to riddle you with holes.
 

Hrm. As Nadaka points out, that creates a few odd situations. Surprise becomes, perhaps, too important ... the surprise round, your side acts, shooting or moving first. Then initiative is rolled, but since your side acted first ANY ACTION the other side is likely to take provokes an AoO, so you get to shoot them all AGAIN when they try to move and then AGAIN when you take your actual action.

And, oddly enough, in that situation ... doing nothing is the safest course of action. If the other side can take AoOs at range ... anything more than a 5' step gets you shot twice, drawing a gun gets you shot twice, getting to cover gets you shot twice, shooting back gets you shot twice ... better to only let them shoot you one time by edging 5' at a time toward cover.

The closest trenches during WWI that I've found record of are 90 feet apart ... most were more along the lines of 300-900 feet apart. Using d20Modern movement, the first round of combat one side has to use a Move action to get out of their trench and then move across the battlefield, 30 feet. 60 feet if they have Heroic Surge ... 80 feet if they have Heroic Surge and 3 levels of Fast with increased movement. Still 10' short of getting to the other side before the other guy gets an action. And that's the worst-case scenario.

Which, thinking about it, that's still no real defense. If the other side gets init, then the guys in the opposite trench are Flat Footed and unable to take AoOs, so it's the same situation either way. Unless everybody has Combat Reflexes. Which, honestly, everybody probably would since it would be so much more effective that way.

Now, I've seen some rules somewhere about doing this with "Cover Fire" ... laying down Cover Fire causes an X by X area to become threatened and gives you an AoO if anybody provokes in there.

--fje
 

HeapThaumaturgist said:
Now, I've seen some rules somewhere about doing this with "Cover Fire" ... laying down Cover Fire causes an X by X area to become threatened and gives you an AoO if anybody provokes in there.
Sounds like the Suppressive Fire feat from Ultramodern Firearms.
 




Nadaka said:
This won't work.
Say you have two equally matched forces armed with firearms faceing each other within the first increment. One side decides to shoot first because shooting first gives you the advantage right?
wrong. because shooting first means that the opposition gets to take thier AoO, so in effect the decision to shoot first allows the other guys to get the first shot. And if the opposition has the combat reflexes feat it means that everyone on your team can get shot multiple times before you get to take your shots because the combat reflexes guys can make 1 AoO for each target that provokes and each one can target the same provoker as another character.

I disagree: this argument assumes that the first army somehow all acts on a single initiative count. It also assumes that everyone essentially appeared in their spot without firing and then waiting on some trigger event to start combat. Plus it assumes the other side would get AoOs when they are flat-footed, which they would not.

That situation is not really mimicing a battlefield, but maybe something more like a mob standoff (the first image that comes to mind is the climactic three-way shootout in True Romance). Or I suppose a Napoleanic battle where the soldiers actually line up, aim, and fire at the opposing side, but even then they did so from a far greater distance than one range increment, so back to the mob standoff.

In this scenario, there would be no surprise round because the two sides are aware of each other, they are just not sure if they are going to go hostile. So when the fight starts, it should just be a straight-up initiative check. In a large group, they will not all get the same initiative, so they will not go all at once, so one by one they get their chance to shoot.

If you fire first, you're safe from AoOs, and you can even duck for cover after that. The first enemy to go will have to pick between shooting, which will provoke an AoO from only the guys that have already gone, or choose to dive for cover. If he does shoot, his enemy shoots as an AoO (maybe more than one fires) and he gets to shoot them as an AoO against them. (Yes, an AoO can provoke another AoO, but you resolve them regressively, so it does run out instead of going on infinitely.) So he fires, they fire back, he fires a second time. Next guy goes, etc. Unless I'm missing something, it should as smoothly as any normal melee combat, just spread out a few feet further apart. And yes, it could result in a flurry of shots early in the combat, but that actually sounds about right. Again, going back to the standoff scene in True Romance, there is a brief 6-second barrage of heavy gunfire back and forth, and then the few remaining combatants are behind cover and trading potshots at each other.

Nadaka said:
example lets say its 10 vs 10
side1 shoots first
1 guy on side 2 takes his AoO, the others don't
side1 uses all thier AoO on the one guy
the other 9 guys on side2 now use thier AoO without repercussion

Even if the first side did go all at once, or delay, etc. and then have 1 guy try to shoot by himself to provoke all of the AoOs at once, the enemy would not all "roll their dice" at the same time unless they were suicidal. They would instead take AoOs on him one at a time until he went down, and the remaining forces would still have AoO's left for the next guy to shoot.

I agree that Combat Reflexes would become more important. It allows you extra AoOs and you can make them flat-footed, but that doesn't mean every enemy would have it. Not every person carrying a gun would be built optimally for short-range gunfights.

Finally, the trench warfare situation still seems appropriate. Not everyone would have readied actions, but one or two on watch duty would. A few guys would have Combat Reflexes, and they would recognize that trenches which are farther apart are better able to withstand an attack (not counting barbed wire and other such obstacles.) So, when the enemy start charging, there are a few shots at the lead guys, and then in the next round, a barrage of fire cuts down almost everyone in the open. Some of those shots are normal attacks and a lot of them are AoOs. The charging guys do not get to take AoOs back, because the defenders have 3/4 cover in their trenches.

(The only way to successfully charge the opposing trench is if you have concealment from smoke grenades, can clear the obstacles out of the way with grenades, and have an artillery barrage cause most of the enemy to be stunned or dazed for the first round or two from shell shock. Even then you're bound to suffer heavy losses for only a small gain on the ground, which is historically accurate.)

Finally, getting to cover may not get you shot. This would be when you use Tumble, just as in melee, to dodge and duck as you dive for cover. A successful Tumble check and some cover close by, and you're safe from AoO's.

HeapThaumaturgist said:
Surprise becomes, perhaps, too important ... the surprise round, your side acts, shooting or moving first. Then initiative is rolled, but since your side acted first ANY ACTION the other side is likely to take provokes an AoO, so you get to shoot them all AGAIN when they try to move and then AGAIN when you take your actual action.
I agree, but I think that's a feature instead of a problem. I think in that kind of surprise round, you would be talking about a situation where two groups of armed forces got within 1 range increment of each other, everyone with their weapons ready, and then one side surprised the other one. The surprising group would definitely have a heavy advantage, and would basically be in an ambush situation on the other team, so it is reasonable that at first they would have a 2 or 3 to 1 shot ratio. For the defending team there, they somehow let a large group of armed shooters surprise them; the system would be broken if it didn't severely penalize them for that mistake.
 

I have to say, rather than go through all sorts of mechanical contortions and adding in WP and AoO options etc etc...

It sounds like you want being shot to result in serious injury most of the time.

Why not just make being hit by any firearm a DC 25 Fortitude save or be reduced to 0 HP?

Military body armor would grant either a +2, +4 or +6 bonus to this save depending on whether it's light, medium or heavy.

Chuck
 

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