Aaron2 said:
Where did these come from originally?
I believe that stuff was in Blood and Guts
Talking about OGL and Bloodstones 1948 setting; it would be nice if there was an open source WW2 alternate history setting. I've got my own that I'm working on based (loosely) on the old Command Magazine game Tomorrow the World.
Aaron
I too wish there was a good reliable open source WWII. I personally like my cobbled together homebrew a lot, but I can't send it out to any of the folks who've asked for it because it's not OGL.
Ragboy said:
So far, I'm sort of underwhelmed with the level of detail I was expecting. Nit picky stuff, mostly (MG34/42 barrel issues, no detail on bazooka/panzershrek/piats...etc). I like the vehicle stats and some of the feats seem pretty cool, but I'm not too far into it yet.
What from the book do you 'use all the time' and what do you not use? (Sorry that's pretty broad...)
Thanks!
Well, I specifically use the aircraft rules, some of the advanced classes, some of the feats, the environmental rules and rules involving vehicle movement pretty much as they are, with some additions for extra crunch or flavor.
The timeline and some of the fluff text was handy and I used it where appropriate.
The stats for personal firearms I used a little, mainly just used a list of my own that I put together based on my research and the advice of quite a few actual experts on the Wizards boards (Johannixx, MontannaKennedy, DJorgenson, et al). I use almost all of the stats for larger weapons with a few minor variations where my research or advice from an expert deviated, though not too much (mortars, cannons, etc).
I used the vehicle stats but with this caveat: for armored vehicles, I took the hardness as a "max armor" value, i.e. the best case armor thickness/angle at the thickest point and determine armor from there. I basically divide a tank or armored vehicle up by 5 "areas" (front, back, sides, rear, top, bottom) and then compute the hardness based on the armor thickness/angle for those locations (if data was available to me; if it wasnt, I took them as a simple ratio). When someone fires on a tank, I allowed the ability to 'crit' one (disabling a system or bypassing hardness), and there are feats that someone specializing with anti-tank weapons can take to ignore some hardness or increase their crit range. Also, I simply figure out which of the 5 "areas" they could possibly target by thier facing and do a simple random roll to see which they hit; they can also attempt to target a specific area at an increased defense (like aiming specifically for the tracks with a bazooka). I also had some very quick and dirty rules for disabling tank systems based on the total amount of damage they had taken.
I threw in some stuff from V for Victory and a few other things I'll mention later, I have to go now so I can get home and prepare for the big ol' hurricane about to slam us back into the stone age.