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Modern20 and multiple attacks (Help Charles Rice!)
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<blockquote data-quote="Vigilance" data-source="post: 5054008" data-attributes="member: 4275"><p>A couple things to keep in mind: first, injuries are supposed to hurt, which is why they're an optional rule. They're there specifically for folks who want to make combat a lot dicier. </p><p></p><p>Second, no, there's no typo in the description, the save is very tough. Two things to consider:</p><p></p><p>First, Defense scales with level, just like saving throws. So sure, you might need a a very high save, but the attacker is going to need a very high attack roll to force that save. </p><p></p><p>Second, it's not a "save or die" type save. If you fail a save by 5 or less, you're still going to be combat-effective, at least after you get a little first aid. If you fail by -6 or more, than you're seriously hurt and likely due for a tough time the rest of the adventure.</p><p></p><p>Again, this is completely by design. If you're using those tables, you want your firefights to resemble Black Hawk Down, where guys get shot and GO DOWN. If they're lucky, they just get half their foot blown off and limp around for the rest of their lives, if not, you're the guy on the table with a clamp on his femoral artery. </p><p></p><p>If you want a where a single lucky shot can't mess characters up, then you should keep the damage modifier from Hit Location, but ignore injuries. They're there for gritty games. </p><p></p><p>Armor mitigates damage, but not injuries. It's assumed that an injury is a serious blow that has hit a weak spot in your armor, or blown through it. </p><p></p><p>If an attack inflicted no damage, I'd rule it couldn't inflict an injury either, but given the damage inflicted by guns, that's never been an issue in an actual firefight. </p><p></p><p>As for the numbers, it's not quite as bad as you make out. It's bad, don't get me wrong. These rules are for those who want dangerous, nasty firefights, but let's look at this scenario:</p><p></p><p>10th level Powerhouse, vs. 10th level Speedfreak. This makes the math easier, cause BAB and Defense bonus are both +10. </p><p></p><p>This means the Powerhouse needs a modified 25 to inflict an injury against his opponent's 20 Defense. </p><p></p><p>The Speedfreak thus needs a modified 25 to only suffer a mild injury, meaning he needs to roll a 20. </p><p></p><p>However, he only needs a 15 or higher to survive the hit with a serious injury. This is the same 15 or higher his opponent needed to inflict an injury. </p><p></p><p>But yes, injuries are serious business, by design. They're meant to make Modern20 less of an action game and a much more gritty, earthy experience.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 5054008, member: 4275"] A couple things to keep in mind: first, injuries are supposed to hurt, which is why they're an optional rule. They're there specifically for folks who want to make combat a lot dicier. Second, no, there's no typo in the description, the save is very tough. Two things to consider: First, Defense scales with level, just like saving throws. So sure, you might need a a very high save, but the attacker is going to need a very high attack roll to force that save. Second, it's not a "save or die" type save. If you fail a save by 5 or less, you're still going to be combat-effective, at least after you get a little first aid. If you fail by -6 or more, than you're seriously hurt and likely due for a tough time the rest of the adventure. Again, this is completely by design. If you're using those tables, you want your firefights to resemble Black Hawk Down, where guys get shot and GO DOWN. If they're lucky, they just get half their foot blown off and limp around for the rest of their lives, if not, you're the guy on the table with a clamp on his femoral artery. If you want a where a single lucky shot can't mess characters up, then you should keep the damage modifier from Hit Location, but ignore injuries. They're there for gritty games. Armor mitigates damage, but not injuries. It's assumed that an injury is a serious blow that has hit a weak spot in your armor, or blown through it. If an attack inflicted no damage, I'd rule it couldn't inflict an injury either, but given the damage inflicted by guns, that's never been an issue in an actual firefight. As for the numbers, it's not quite as bad as you make out. It's bad, don't get me wrong. These rules are for those who want dangerous, nasty firefights, but let's look at this scenario: 10th level Powerhouse, vs. 10th level Speedfreak. This makes the math easier, cause BAB and Defense bonus are both +10. This means the Powerhouse needs a modified 25 to inflict an injury against his opponent's 20 Defense. The Speedfreak thus needs a modified 25 to only suffer a mild injury, meaning he needs to roll a 20. However, he only needs a 15 or higher to survive the hit with a serious injury. This is the same 15 or higher his opponent needed to inflict an injury. But yes, injuries are serious business, by design. They're meant to make Modern20 less of an action game and a much more gritty, earthy experience. [/QUOTE]
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