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General Tabletop Discussion
*TTRPGs General
Making guns lethal.
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<blockquote data-quote="ValhallaGH" data-source="post: 3116033" data-attributes="member: 41187"><p>Though it will if the loss of firepower from that missing teammate is the difference between success and failure. It's like dying in D&D after your cleric has True Res. It keeps you out of the fight but in the campaign if your team can still win.</p><p></p><p>I've nearly TPK'd during a BBEG fight. Two party members failed MDS in the first round, so it was suddenly two 7th level bads versus two 5th level heroes. Had they not convinced one of the badguys to surrender (after finally dropping the other) then they would have all died. Remaining bad had 43 hp, the two standing heroes had a total of 16 hp. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>Massive damage can seriously screw the party, by changing a challenging encounter to overwhelming with the simple removal of PCs for the duration of the encounter. If you want more dangerous guns then make them more likely to force massive damage saves (MDS), and you can alter massive damage to make it even more dangerous. This can be done a couple of ways, as I've outlined before. Personally, I'd recommend the static damage guns for consistant MDS ( d4+X idea upthread) without changing the number of dice.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3116033, member: 41187"] Though it will if the loss of firepower from that missing teammate is the difference between success and failure. It's like dying in D&D after your cleric has True Res. It keeps you out of the fight but in the campaign if your team can still win. I've nearly TPK'd during a BBEG fight. Two party members failed MDS in the first round, so it was suddenly two 7th level bads versus two 5th level heroes. Had they not convinced one of the badguys to surrender (after finally dropping the other) then they would have all died. Remaining bad had 43 hp, the two standing heroes had a total of 16 hp. :uhoh: Massive damage can seriously screw the party, by changing a challenging encounter to overwhelming with the simple removal of PCs for the duration of the encounter. If you want more dangerous guns then make them more likely to force massive damage saves (MDS), and you can alter massive damage to make it even more dangerous. This can be done a couple of ways, as I've outlined before. Personally, I'd recommend the static damage guns for consistant MDS ( d4+X idea upthread) without changing the number of dice. [/QUOTE]
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