New Feats based on Bullet Time

SteveC said:
Sure, that wouldn't be a problem. In cases like that, I'd change the Concentration requirement to 12 ranks (16 for Improved Bullet Time).

If you wanted to require more feats to access the abilities, I would recommend one or more of the following: Alertness, Combat Martial Arts, Combat Reflexes, Defensive Martial Arts or Combat Expertise.
You could always use some Psionic feats :P
 

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Your d20-ization of bullet time is very nicely implemented! I don't really have anything bad to say about it.

Would you mind if I played with your mechancis a little to make a variant chronomancer-type class or PrC for D&D?
 



Sollir Furryfoot said:
Your d20-ization of bullet time is very nicely implemented! I don't really have anything bad to say about it.

Would you mind if I played with your mechancis a little to make a variant chronomancer-type class or PrC for D&D?
Sollir: of course not...just post your eventual design, I'd love to see it! I'm glad to see that there's some interest in these kind of feats...I hope they make your games more fun!

--Steve
 

Max Payne Bullet Time

Last summer, I created a bunch of rules for a one-off adventure based on the Max Payne video games. Unfotunately I lost the stuff in a Hard Drive crash!

For those of you who haven't played it, Max Payne has a Bullet Time mode that you can toggle in the middle of a fight. This slows down the enemies and their bullets considerably, allowing you to dogde their shots. The amount of time you can spend in Bullet Time mode is limited, but increased each time you kill a bad guy.

So my Max Payne Bullet Time feat allowed you to take a Heroic Surge action for free (it does not count against your daily uses) if you "drop" a foe that round (drop as defined by the Cleave feat). Essentially, if you keep dropping foes, you can continue using Heroic Surge without using your daily uses.

I like your Bullet Time feat, though, for the fact that it costs an Action Point to use and makes everyone flat-footed.
 

Chaldfont said:
Last summer, I created a bunch of rules for a one-off adventure based on the Max Payne video games. Unfotunately I lost the stuff in a Hard Drive crash!

For those of you who haven't played it, Max Payne has a Bullet Time mode that you can toggle in the middle of a fight. This slows down the enemies and their bullets considerably, allowing you to dogde their shots. The amount of time you can spend in Bullet Time mode is limited, but increased each time you kill a bad guy.

So my Max Payne Bullet Time feat allowed you to take a Heroic Surge action for free (it does not count against your daily uses) if you "drop" a foe that round (drop as defined by the Cleave feat). Essentially, if you keep dropping foes, you can continue using Heroic Surge without using your daily uses.
If you manage to locate those feats, I'd love to see them! I am a big fan of Max Payne as well--part of the ideas for my feats came from it.

I really like the idea of a ranged cleave type of feat. I have tried to figure out a good way to simulate it--the easiest way would be something like this:

Ranged Cleave
Prerequisites: Dexterity 13+, Point Blank Shot
Effect: When attacking a target within 30', if you deal an opponent enough damage to make them drop (either by knocking the opponent out due to massive damage or by reducing their hit points to less than 0), you get an immediate extra ranged attack against another opponent within 30' of you, providing the targets are not be separated by more than 15'. You can't take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. Further, it must be a single attack, and may not use other feats or combat maneuvers such as double tap or burst fire. You can use this ability once per round.

The question is in the balance. I suppose I could require spending an Action Point to get it to work, but that mechanic tends to be over used (even by me:) ).

Thanks for the help...what do people think now?
 
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Most feats/spell effects that can affect multiple targets require the targets to be within a certain distance of each other. So I would require that the Ranged Cleave target be within 15 feet of the original target (so you can plausibly picture snapping off that extra shot without spinning around, etc.). Otherwise I think it's fine balance-wise. Of course, I've never run a d20 Modern game, so YMMV. :)
 

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