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Problems with firearms?
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<blockquote data-quote="swrushing" data-source="post: 1430965" data-attributes="member: 14140"><p>In UA they have a reactive dodge option which allows you out of turn to declare a dodge, adding +4 to your AC (iirc) but costing you your next action.</p><p></p><p>The dodge on approach you describe would be seen in game perhaps as a full defensive approach, granting +4 to +6 to your ac, which if combined with cover, should amount to a significant reduction in the hit chances, requiring, as you agree, continuous fire to eventually get a hit. In my system, you would be looking at easily 20-30 more rounds expended to get the hit from these modifiers.</p><p></p><p>As stated before, if belt fed mgs were common in my games, i would look into adding a "max rof" to limit the number of volleys fired... so that a weapon like the p90 would be technically limited by its rof to 90 rounds per d20 round. </p><p></p><p>Since they are not in common use, so that ammo is the limiting factor, it is not necessary to go to this much trouble... combing online sites to get the weapon specific rpms.</p><p></p><p>Now, if i were using, for instance, spycraft's system (stargate specifically) where ammo has no weight and its a cinch for even a moderate level character to walk around with 1000 rounds of ammo or more and feel no encumbrance limitations, I might be needing a different mechanic.</p></blockquote><p></p>
[QUOTE="swrushing, post: 1430965, member: 14140"] In UA they have a reactive dodge option which allows you out of turn to declare a dodge, adding +4 to your AC (iirc) but costing you your next action. The dodge on approach you describe would be seen in game perhaps as a full defensive approach, granting +4 to +6 to your ac, which if combined with cover, should amount to a significant reduction in the hit chances, requiring, as you agree, continuous fire to eventually get a hit. In my system, you would be looking at easily 20-30 more rounds expended to get the hit from these modifiers. As stated before, if belt fed mgs were common in my games, i would look into adding a "max rof" to limit the number of volleys fired... so that a weapon like the p90 would be technically limited by its rof to 90 rounds per d20 round. Since they are not in common use, so that ammo is the limiting factor, it is not necessary to go to this much trouble... combing online sites to get the weapon specific rpms. Now, if i were using, for instance, spycraft's system (stargate specifically) where ammo has no weight and its a cinch for even a moderate level character to walk around with 1000 rounds of ammo or more and feel no encumbrance limitations, I might be needing a different mechanic. [/QUOTE]
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