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Problems with firearms?
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<blockquote data-quote="S'mon" data-source="post: 1430743" data-attributes="member: 463"><p>1. Penetration - I use a DR type system derived from T2000 and Traveller TNE, armour reduces damage. Weapons have a Penetration stat. "1" means the bullet damage is reduced 1 pt per point of target DR, "2" means it's reduced 2 pts per point of DR, "1/2" means it's reduced 1 point per 2 points of DR. For convenience, the baseline "1" is used for high velocity FMJ rounds, "2" covers low-velocity rounds like most pistols and the AK-47, "1/2" is for specialised AP rounds - which also do less damage BTW, due to reduced tumble effects. A softnosed hollow point bullet is more effective vs a unamoured human than a teflon-coated FMJ round. </p><p></p><p>2. d6 damage per 9mm bullet has worked well for me in the past. After talking with Upper Krust I'm considering adding an arbitrary +1d6 damage to all small-arms fire. If I were using a Wound Points type system (as in eg d20 Star Wars, Traveller20), where everyone gets at least their CON score as hp, this would become necessary I think. If I did this I would need to up 'mook' hit points a bit, eg always use max-hp at first level for NPCs. I basically want to model the likelihood of a put-down (victim falls over and is incapacitated) with reasonable plausibility, but the most important thing is that the system be scalable, since I like to run crossover games. I dislike 'cult of the gun', which much US genre stuff suffers from, as much as I dislike "guns are useless" stuff, like much British sf (eg Doctor Who).</p><p></p><p>3. Research - I have looked at primary sources as well as generic weapons encyclopediae and a lot of RPG products. It's pretty obvious when an RPG designer has no idea what they're talking about - eg R Talsorian's Cyberpunk, where a 20mm rifle did less damage (4d10) than a 7.56N (6d6)! :\ </p><p>GDW impressed me as having done their research properly, in the sense that they based their data on reality rather than making it up out of thin air, and they provided reasonable justifications for it. Where they made mistakes - eg overpowering Flechette rounds in TNE, or not distinguishing between damage done by 9mm and by .45 ACP in T:2000 -the background data they provided makes these readily discernable.</p><p></p><p>4. I don't own d20 Modern although I've looked at the online SRD. I do own a lot of other recent modern-era & futuristic d20 games. The system I've used predates 3rd edition D&D, and was based on 1e/2e AD&D adapted for Modern, Near Future & SF settings. While I think d20 Modern is interesting, especially the stat-based classes, it doesn't seem to do what I want a Modern game to do; particularly in regards to combat.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1430743, member: 463"] 1. Penetration - I use a DR type system derived from T2000 and Traveller TNE, armour reduces damage. Weapons have a Penetration stat. "1" means the bullet damage is reduced 1 pt per point of target DR, "2" means it's reduced 2 pts per point of DR, "1/2" means it's reduced 1 point per 2 points of DR. For convenience, the baseline "1" is used for high velocity FMJ rounds, "2" covers low-velocity rounds like most pistols and the AK-47, "1/2" is for specialised AP rounds - which also do less damage BTW, due to reduced tumble effects. A softnosed hollow point bullet is more effective vs a unamoured human than a teflon-coated FMJ round. 2. d6 damage per 9mm bullet has worked well for me in the past. After talking with Upper Krust I'm considering adding an arbitrary +1d6 damage to all small-arms fire. If I were using a Wound Points type system (as in eg d20 Star Wars, Traveller20), where everyone gets at least their CON score as hp, this would become necessary I think. If I did this I would need to up 'mook' hit points a bit, eg always use max-hp at first level for NPCs. I basically want to model the likelihood of a put-down (victim falls over and is incapacitated) with reasonable plausibility, but the most important thing is that the system be scalable, since I like to run crossover games. I dislike 'cult of the gun', which much US genre stuff suffers from, as much as I dislike "guns are useless" stuff, like much British sf (eg Doctor Who). 3. Research - I have looked at primary sources as well as generic weapons encyclopediae and a lot of RPG products. It's pretty obvious when an RPG designer has no idea what they're talking about - eg R Talsorian's Cyberpunk, where a 20mm rifle did less damage (4d10) than a 7.56N (6d6)! :\ GDW impressed me as having done their research properly, in the sense that they based their data on reality rather than making it up out of thin air, and they provided reasonable justifications for it. Where they made mistakes - eg overpowering Flechette rounds in TNE, or not distinguishing between damage done by 9mm and by .45 ACP in T:2000 -the background data they provided makes these readily discernable. 4. I don't own d20 Modern although I've looked at the online SRD. I do own a lot of other recent modern-era & futuristic d20 games. The system I've used predates 3rd edition D&D, and was based on 1e/2e AD&D adapted for Modern, Near Future & SF settings. While I think d20 Modern is interesting, especially the stat-based classes, it doesn't seem to do what I want a Modern game to do; particularly in regards to combat. [/QUOTE]
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