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Thoughts on Divorcing D&D From [EDIT: Medievalishness], Mechanically Speaking.
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<blockquote data-quote="TheSword" data-source="post: 9362154" data-attributes="member: 6879661"><p>Sorry for interrupted mid way.</p><p></p><p><u>Firearms</u></p><p></p><p>The most elegant way I’ve seen for this to work is for them to ignore ‘hard’ armour or reduce armour to a maximum of 1. So leather, plate, chain it’s all just counting as 1 extra point of armour. You could say that modern armours like Flak count as 2 or add weird and wonderful benefits, rare materials, magic etc but essentially you want to make a breastplate pretty much ineffective as compared to leather.</p><p></p><p>I think another really important thing is not to see shots as individual attacks. Tracking ammo, and how long it takes to aim a gun is never going to be realistically modeled. Instead an attack represents what a normal person could fire in 3-6 seconds including aiming and getting into position.</p><p></p><p>Don’t track ammo. Let the attack roll determine if you need to reload. Either by saying you’re out of bullets on set numbers. Like 1. Or 1 and 10. Or a number divisible by 5.</p><p></p><p>For something like a shotgun. If it hits let it do the the damage dice number of damage only to up to two other targets within 5 feet.</p><p></p><p>For auto fire and semi auto fire weapons let it deal extra damage dice on that setting at a castling increased chance of needing to reload. Say on any even attack roll for instance.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9362154, member: 6879661"] Sorry for interrupted mid way. [U]Firearms[/U] The most elegant way I’ve seen for this to work is for them to ignore ‘hard’ armour or reduce armour to a maximum of 1. So leather, plate, chain it’s all just counting as 1 extra point of armour. You could say that modern armours like Flak count as 2 or add weird and wonderful benefits, rare materials, magic etc but essentially you want to make a breastplate pretty much ineffective as compared to leather. I think another really important thing is not to see shots as individual attacks. Tracking ammo, and how long it takes to aim a gun is never going to be realistically modeled. Instead an attack represents what a normal person could fire in 3-6 seconds including aiming and getting into position. Don’t track ammo. Let the attack roll determine if you need to reload. Either by saying you’re out of bullets on set numbers. Like 1. Or 1 and 10. Or a number divisible by 5. For something like a shotgun. If it hits let it do the the damage dice number of damage only to up to two other targets within 5 feet. For auto fire and semi auto fire weapons let it deal extra damage dice on that setting at a castling increased chance of needing to reload. Say on any even attack roll for instance. [/QUOTE]
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