size attack modifiers

This setting sounds like a job for Mutants and Masterminds (If you haven't tried it/like it) it could be worth a shot. I personally love the system and I know you said modern but I used to play modern games like the one your describing (still do) and I find that M&M does them far better though your mileage may vary.

Sorry about the threadjack though, especially if you don't like M&M already.
 
Last edited:

log in or register to remove this ad

thanks
It solved an issue I had with my vast sizes and the mods.

A extermely larger craft had next to no chance of hit a smaller craft in combat, just setting the TH by the craft size.

I watched a WW2 bomber movie and saw that the guns are not connected to the plane and thus turreted weapons are basically independant and have their OWN TH due to size.

I do have the same rule for melee creature weapons as I do for ranged weapons. So for a small creature AC is sized to that size but if they are using a medium weapon, 2H, then its at that mod.

But yer a massive tank ramming using it's size mod for the hitting...

So same for turreted guns....makes sense to me!
Bonus TH smaller
Bonus damage larger.....

Same rules make life so much easier and fairer in the end.
 

Dweller... I've never tired M&M, so I have no opinion either way. This game is more like gamma world; I'm designing the game setting and rules, not just a campaign, so that's why I'm seeking these answers. Anyway, does M&M tackle this issue? Is it d20? I'm sure they have situations where "wolverine is fighting a sentinel" for example.

Aussie, I'm definitely sold on the ranged cannons and firearms using this rule, but I'm not sure the extra complication for melee weapons is necessary. I think the d20 combat system works pretty good in general for this, counting the creatures size only. But, I can see your point about making the rule apply across the board. Fairness is always in constant battle with ease of play! ;-) In general though, I've been trying to adhere to d20 modern as much as possible and only changing things I 'just have to'. Thanks for the feedback.
 

While not technicly d20 Mutants and Masterminds has many d20 system features and is generally used for superhero games. The game handles situations like that by simply including (imo) enough ways to make the little guy powerful. One of the other main ways is that strength doesn't add to your attack bonus in any situation so big creatures usually hit harder but not as often. Also, the density power can make a character play like a tank in weight and toughness but not in size. I don't know what else to say really, I mainly suggested it because after I switched to M&M everything goes smoother in those high-powered battles.
 

But yer more complex than modern but your doing that any way.....

Small pistol is easier to aim (+1 TH) to a medium sized gun (0 TH) to a large 2H rifle ( -1 TH) to a huge reach polearm ( -2 TH) just goes to reason really. and not that much rules to worry about really, same as putting in a -4 rule for non-prof or such really.

In fact makes everything the same then.

I put in a rule that -1 size are 1h, same 1 or 2 h, +1 larger are 2 h only, +2 size or 2h reach weapons...not 100% correct but works well enough that if a weapon is something else can easily be written up.

Always good to discuss with ya Orge... :D
 

Remove ads

Top