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<blockquote data-quote="takyris" data-source="post: 808287" data-attributes="member: 5171"><p>Bear in mind that this isn't the kind of campaign I would run, so if I seem to be too heroic, that's probably just me not being able to get out of my own mind.</p><p></p><p>That said, if you WERE going to try to do d20 Modern but more realistic, my advice would be to do what they recommend -- drop the massive damage threshold to 10 and use Point Buy with fewer points allocated.</p><p></p><p>Players DO like to feel that they're controlling their destinies, and they DO like to get new features at each level -- that's why d20M set things up like that. But if you're using, I don't know, what does the book say? 15 point buy? If you're using 15 point buy and 10 as the massive damage threshold, ain't nobody gonna be yearning for a fight, even as they get more powerful. </p><p></p><p>There's a phrase that I love for low-level characters with too many magical items or absurdly high scores -- Glass Cannons. They can take out things of much higher levels, but hit them once and they're toast. Glass Cannons are a pain to GM and, once you realize what you are, not much fun to play, either. Letting players keep the 4d6, drop lowest method really makes them into Glass Cannons, I think.</p><p></p><p>As far as firearms, I think that the reason that the weapons are all similar is because a) It's somewhat more realistic and b) The designers wanted people to be able to use different guns for roleplaying reasons without taking a hit, statwise. They did it for the same reason that the D&D designers set all medium-sized martial weapons at 1d8 damage and Special Bit, like an improved critical range, an improved critical multiplier, or bonuses on trips and disarms (or 1d6 and two Special Bits, for rapiers and picks). That way, a character can choose a weapon other than a longsword and not feel like he's hamstringing himself for roleplaying reasons. Same goes for firearms in d20M.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 808287, member: 5171"] Bear in mind that this isn't the kind of campaign I would run, so if I seem to be too heroic, that's probably just me not being able to get out of my own mind. That said, if you WERE going to try to do d20 Modern but more realistic, my advice would be to do what they recommend -- drop the massive damage threshold to 10 and use Point Buy with fewer points allocated. Players DO like to feel that they're controlling their destinies, and they DO like to get new features at each level -- that's why d20M set things up like that. But if you're using, I don't know, what does the book say? 15 point buy? If you're using 15 point buy and 10 as the massive damage threshold, ain't nobody gonna be yearning for a fight, even as they get more powerful. There's a phrase that I love for low-level characters with too many magical items or absurdly high scores -- Glass Cannons. They can take out things of much higher levels, but hit them once and they're toast. Glass Cannons are a pain to GM and, once you realize what you are, not much fun to play, either. Letting players keep the 4d6, drop lowest method really makes them into Glass Cannons, I think. As far as firearms, I think that the reason that the weapons are all similar is because a) It's somewhat more realistic and b) The designers wanted people to be able to use different guns for roleplaying reasons without taking a hit, statwise. They did it for the same reason that the D&D designers set all medium-sized martial weapons at 1d8 damage and Special Bit, like an improved critical range, an improved critical multiplier, or bonuses on trips and disarms (or 1d6 and two Special Bits, for rapiers and picks). That way, a character can choose a weapon other than a longsword and not feel like he's hamstringing himself for roleplaying reasons. Same goes for firearms in d20M. -Tacky [/QUOTE]
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