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Modern20?
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<blockquote data-quote="Vigilance" data-source="post: 3836821" data-attributes="member: 4275"><p>Awesome, I love piquing interest!</p><p></p><p></p><p></p><p>Well- firearms in Modern20 are more lethal than their d20M counterparts. a S&W M29 .44mag revolver (the Dirty Harry gun), for example, does 2d8+8 in Modern20 as opposed to 2d8 in d20M.</p><p></p><p>The weapon could be fired twice per round at 1st level, with the second attack being at -5.</p><p></p><p>After hit with the weapon, you roll a location, which modifies this damage. </p><p></p><p>So if your location is "head", you double the base damage to 2d8+8 x2. So potentially, if he was extremely, very lucky, a 1st level punk with a pistol could inflict 48 points of damage with a single shot. (24 points plus doubling for a head hit)</p><p></p><p>Of course, a skill character has a higher BAB, and can do nifty tricks like take the called shot perk and intentionally shoot people in the head.</p><p></p><p>Now once you GET shot, healing in Modern20 is where some of that grittiness comes in.</p><p></p><p>Let's say the punk shoots you with his shiny S&W and hits you in the chest for average damage (17 points). </p><p></p><p>You decide to go home and "sleep it off" rather than go see a doctor, for whatever reason. </p><p></p><p>After a day of rest you have to make special saving throw, called a Recovery save to heal. If this saving throw fails, you do not heal any damage, and in fact suffer an additional 1-4 damage. </p><p></p><p>So one of M20's gritty elements is that medical care is absolutely essential any time your character is cut, stabbed or shot. </p><p></p><p>I've found that this really adds a nice element to play, especially when insurgent snipers take out the group's medic early in an adventure (heh heh- my players hated me for that- teach them to only have one medic on the team!). </p><p></p><p>There are some optional things, like injuries, that can make combat even grittier.</p><p></p><p>But I did make a real attempt at making modern combat have a different feel from typical D&D combat. </p><p></p><p></p><p></p><p>Magic is briefly discussed in the core book. There's a magic skill, and most character won't actually be able to cast more than a few spells.</p><p></p><p>So it's a much lower level of magic than that found in d20M. </p><p></p><p></p><p></p><p>Thanks!</p><p></p><p></p><p></p><p>Yeah, I've thought about that too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>When I know more, so will you. I think it's safe to say it will eventually happen. </p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 3836821, member: 4275"] Awesome, I love piquing interest! Well- firearms in Modern20 are more lethal than their d20M counterparts. a S&W M29 .44mag revolver (the Dirty Harry gun), for example, does 2d8+8 in Modern20 as opposed to 2d8 in d20M. The weapon could be fired twice per round at 1st level, with the second attack being at -5. After hit with the weapon, you roll a location, which modifies this damage. So if your location is "head", you double the base damage to 2d8+8 x2. So potentially, if he was extremely, very lucky, a 1st level punk with a pistol could inflict 48 points of damage with a single shot. (24 points plus doubling for a head hit) Of course, a skill character has a higher BAB, and can do nifty tricks like take the called shot perk and intentionally shoot people in the head. Now once you GET shot, healing in Modern20 is where some of that grittiness comes in. Let's say the punk shoots you with his shiny S&W and hits you in the chest for average damage (17 points). You decide to go home and "sleep it off" rather than go see a doctor, for whatever reason. After a day of rest you have to make special saving throw, called a Recovery save to heal. If this saving throw fails, you do not heal any damage, and in fact suffer an additional 1-4 damage. So one of M20's gritty elements is that medical care is absolutely essential any time your character is cut, stabbed or shot. I've found that this really adds a nice element to play, especially when insurgent snipers take out the group's medic early in an adventure (heh heh- my players hated me for that- teach them to only have one medic on the team!). There are some optional things, like injuries, that can make combat even grittier. But I did make a real attempt at making modern combat have a different feel from typical D&D combat. Magic is briefly discussed in the core book. There's a magic skill, and most character won't actually be able to cast more than a few spells. So it's a much lower level of magic than that found in d20M. Thanks! Yeah, I've thought about that too. :) When I know more, so will you. I think it's safe to say it will eventually happen. Chuck [/QUOTE]
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