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Modern & Futuristic Weapons
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<blockquote data-quote="Sigurd13" data-source="post: 4862634" data-attributes="member: 82662"><p><strong>Ammo concept</strong></p><p></p><p><span style="color: yellow"><span style="color: white">Time flies when you have class! Finally all that's over with and I've had a chance to get my notes together and start working on the ammunition and accessories section.</span> </span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow">The Term "Ammunition:"</span></p><p><span style="color: yellow"><span style="color: white">I use 'Ammunition' loosely here to simply describe items that are added to a weapon to produce a new damage effect. These are divided into types based on the delivery method of the specific weapon system (cartridges, shells, E-Cells and Fission Cores). </span></span></p><p><span style="color: yellow"><span style="color: white">So while weapons with traditional projectiles can be 'modified' simply by using ammo with special properties, other weapons must be modified with special parts. However I assume that these are easily attached and detached and so takes the same amount of time to deal with as other ammo. </span></span></p><p> <span style="color: yellow"></span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow">Special Effect of Elemental Ammo:</span></p><p><span style="color: yellow"><span style="color: white">I've begun with special ammunition. The primary purpose is to allow these weapons to take advantage of vulnerabilities. Thus, I didn't add any damage or special conditions to the effects of the special ammo since it will already be doing some sort of extra damage against vulnerable foes.</span> </span></p><p><span style="color: yellow"><span style="color: white">Also it seemed</span> <strong><u>outrageously</u></strong> <strong><u>broken</u></strong> <span style="color: white">to allow the ammo to add status effects when most weapons can be fired indefinitely, not to mention most alternate firing modes hit multiple </span><span style="color: white">targets.</span></span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow">Switching Ammo types:</span></p><p><span style="color: yellow"><span style="color: white">Two new combat mechanics cover this concept, written at the beginning of the thread and reproduced here;</span></span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow"><span style="color: white">1.)</span> <strong><span style="font-size: 12px">Switch Ammo</span></strong>,<span style="color: white"> Minor Action</span></span></p><p><span style="color: yellow"><span style="color: #ffffff"><em>You load alternate ammo or equip an ammo attachment.</em> </span></span></p><p><span style="color: yellow"><span style="color: #ffffff"><span style="color: yellow">Effect: The modified weapon now benefits from the special ammo's properties.</span> </span></span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow"><span style="color: #ffffff">2.) <span style="font-size: 12px"><span style="color: yellow"><strong>Reload Special Ammo</strong></span></span>, Free Action when Reloading</span></span></p><p><span style="color: yellow"><span style="color: #ffffff"><em>You Reload with alternate ammo or equip an ammo attachment.</em></span></span></p><p><span style="color: yellow">Effect: The modified weapon now benefits from the special ammo's properties.</span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow"><span style="color: white">Additionally, during a short or extended rest the character may choose what type of ammo to begin combat with.</span> </span></p><p> <span style="color: yellow"></span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow"><span style="color: yellow">Missing Prices:</span></span></p><p><span style="color: yellow"><span style="color: white">If you notice, I didn't list prices as I'm not yet sure how to handle it. Most consumables start at about 50gp (though these are potions)... but then how much ammo do you get? If I start setting a cost for ammo per bullet, then we're back to counting munitions again. Gar! I'll work on that.</span></span></p><p> <span style="color: yellow"></span></p><p><span style="color: yellow">Not all weapons can fire all damage types:</span></p><p><span style="color: yellow"></span><span style="color: white">The concept that only certain weapon types should only be able to fire certain damage types got stuck in my brain thematically as I was writing this section. I've been tenaciously trying to maintain a sense of 'realism' while conceptualizing these weapons and certain damage types just 'didn't make sense.' After all, how does a beam weapon shoot ice? Or a a regular, cartridged pistol shoot force?</span></p><p> </p><p> </p><p>Obviously my grasp on the actual science is fuzzy at best, but I went with my instincts. I don't really foresee a balance issue with allowing all weapon types to fire all damage types, so if the 'feel' or setting of your game don't require my sense of 'realism'- then feel free to use this section as a template and allow force bullets or necrotic lasers or whatever. ^_^ </p><p> </p><p> </p><p>Enjoy! Next up is new explosives ammo and new fuels!</p></blockquote><p></p>
[QUOTE="Sigurd13, post: 4862634, member: 82662"] [b]Ammo concept[/b] [COLOR=yellow][COLOR=white]Time flies when you have class! Finally all that's over with and I've had a chance to get my notes together and start working on the ammunition and accessories section.[/COLOR] The Term "Ammunition:" [COLOR=white]I use 'Ammunition' loosely here to simply describe items that are added to a weapon to produce a new damage effect. These are divided into types based on the delivery method of the specific weapon system (cartridges, shells, E-Cells and Fission Cores). [/COLOR] [COLOR=white]So while weapons with traditional projectiles can be 'modified' simply by using ammo with special properties, other weapons must be modified with special parts. However I assume that these are easily attached and detached and so takes the same amount of time to deal with as other ammo. [/COLOR] Special Effect of Elemental Ammo: [COLOR=white]I've begun with special ammunition. The primary purpose is to allow these weapons to take advantage of vulnerabilities. Thus, I didn't add any damage or special conditions to the effects of the special ammo since it will already be doing some sort of extra damage against vulnerable foes.[/COLOR] [COLOR=white]Also it seemed[/COLOR] [B][U]outrageously[/U][/B] [B][U]broken[/U][/B] [COLOR=white]to allow the ammo to add status effects when most weapons can be fired indefinitely, not to mention most alternate firing modes hit multiple [/COLOR][COLOR=white]targets.[/COLOR] Switching Ammo types: [COLOR=white]Two new combat mechanics cover this concept, written at the beginning of the thread and reproduced here;[/COLOR] [COLOR=white]1.)[/COLOR] [B][SIZE=3]Switch Ammo[/SIZE][/B],[COLOR=white] Minor Action[/COLOR] [COLOR=#ffffff][I]You load alternate ammo or equip an ammo attachment.[/I] [/COLOR] [COLOR=#ffffff][COLOR=yellow]Effect: The modified weapon now benefits from the special ammo's properties.[/COLOR] [/COLOR] [COLOR=#ffffff]2.) [SIZE=3][COLOR=yellow][B]Reload Special Ammo[/B][/COLOR][/SIZE], Free Action when Reloading[/COLOR] [COLOR=#ffffff][I]You Reload with alternate ammo or equip an ammo attachment.[/I][/COLOR] Effect: The modified weapon now benefits from the special ammo's properties. [COLOR=white]Additionally, during a short or extended rest the character may choose what type of ammo to begin combat with.[/COLOR] [COLOR=yellow]Missing Prices:[/COLOR] [COLOR=white]If you notice, I didn't list prices as I'm not yet sure how to handle it. Most consumables start at about 50gp (though these are potions)... but then how much ammo do you get? If I start setting a cost for ammo per bullet, then we're back to counting munitions again. Gar! I'll work on that.[/COLOR] Not all weapons can fire all damage types: [/COLOR][COLOR=white]The concept that only certain weapon types should only be able to fire certain damage types got stuck in my brain thematically as I was writing this section. I've been tenaciously trying to maintain a sense of 'realism' while conceptualizing these weapons and certain damage types just 'didn't make sense.' After all, how does a beam weapon shoot ice? Or a a regular, cartridged pistol shoot force?[/COLOR] Obviously my grasp on the actual science is fuzzy at best, but I went with my instincts. I don't really foresee a balance issue with allowing all weapon types to fire all damage types, so if the 'feel' or setting of your game don't require my sense of 'realism'- then feel free to use this section as a template and allow force bullets or necrotic lasers or whatever. ^_^ Enjoy! Next up is new explosives ammo and new fuels! [/QUOTE]
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