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<blockquote data-quote="Henry" data-source="post: 661659" data-attributes="member: 158"><p>Keep in mind about scatter rules: The greanade's range increment is 10 feet. The blast radius is 20 feet. You HAVE to throw it more than one range increment to keep from blasting yourself. This puts the scatter diagram on the SECOND chart, not the first. If you miss the square (unlikely, but possible), that grenade can bounce up to TWO squares beck towards you! (this is usually called a "fumble", but most PC's can only get out the first two letters before the grenade goes off. <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=":)" />) The main point about grenades is not to throw them into a close combat, because you stand a chance of forcing a colleague to make a massive damage save.</p><p></p><p></p><p></p><p>--------------------</p><p></p><p>My advice:</p><p></p><ul> <li data-xf-list-type="ul">If you want pulp, keep the action rolling. describe dives, rolls, limbo-style dodges, and don't forget that if you hold a pistol, you are NEVER unarmed (the good old-fashioned pistol-whip!)</li> <li data-xf-list-type="ul">Emphasize skill use. There are many modern skills that come in handy when trying to figure out the plot of the adventure. If you have any smart or charismatic heroes in the group, you will need to emphasize skill use because this is what half of their concept is based on. A smart hero is not as optimized for combat, so unlike in D&D where even the Rogue has a good time in combat, Smart Heroes will live more for the research and problem-solving chances. But put those skill rolls to good use, otherwise those people who spent their time allocating ten or twelve skills or more, are going to have wasted their time.</li> <li data-xf-list-type="ul">Use the Autofire and burst fire rules EXACTLY as written to get a feel for them, before anyone in the group starts wanting to change them. Those rules are DARNED deadly enough without modifying them. Just put four heroes against four people with autofire weapons, spraying ungodly amounts of lead downrange at the heroes, and watch the fun. If the heroes are in close quarters, and can't spread out much, there won't be enough left of them to bury. </li> <li data-xf-list-type="ul">Pay CLOSE attention to the feats. Many feats changed between d20 Modern and D&D, and a feat with the same name may not work the same way.</li> </ul><p></p><p>Good luck with your campaign, and tell us how it went! If you have time, the Story Hour forum can always use more good tales!</p></blockquote><p></p>
[QUOTE="Henry, post: 661659, member: 158"] Keep in mind about scatter rules: The greanade's range increment is 10 feet. The blast radius is 20 feet. You HAVE to throw it more than one range increment to keep from blasting yourself. This puts the scatter diagram on the SECOND chart, not the first. If you miss the square (unlikely, but possible), that grenade can bounce up to TWO squares beck towards you! (this is usually called a "fumble", but most PC's can only get out the first two letters before the grenade goes off. :)) The main point about grenades is not to throw them into a close combat, because you stand a chance of forcing a colleague to make a massive damage save. -------------------- My advice: [list] [*]If you want pulp, keep the action rolling. describe dives, rolls, limbo-style dodges, and don't forget that if you hold a pistol, you are NEVER unarmed (the good old-fashioned pistol-whip!) [*]Emphasize skill use. There are many modern skills that come in handy when trying to figure out the plot of the adventure. If you have any smart or charismatic heroes in the group, you will need to emphasize skill use because this is what half of their concept is based on. A smart hero is not as optimized for combat, so unlike in D&D where even the Rogue has a good time in combat, Smart Heroes will live more for the research and problem-solving chances. But put those skill rolls to good use, otherwise those people who spent their time allocating ten or twelve skills or more, are going to have wasted their time. [*]Use the Autofire and burst fire rules EXACTLY as written to get a feel for them, before anyone in the group starts wanting to change them. Those rules are DARNED deadly enough without modifying them. Just put four heroes against four people with autofire weapons, spraying ungodly amounts of lead downrange at the heroes, and watch the fun. If the heroes are in close quarters, and can't spread out much, there won't be enough left of them to bury. [*]Pay CLOSE attention to the feats. Many feats changed between d20 Modern and D&D, and a feat with the same name may not work the same way. [/list] Good luck with your campaign, and tell us how it went! If you have time, the Story Hour forum can always use more good tales! [/QUOTE]
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