Roudi
First Post
I'm getting ideas together to make it easier to run campaigns involving time travel in small or large amounts. I think there's a lot of mechanical ground that needs to be covered in the d20 Modern system to meet all the needs of players and GMs (or at least most of their needs). Mechanics for things like causality, the effects of different technology levels against each other, and others need to be addressed. I'm also looking to compile as many different kinds of time travel as possible to give GMs ideas.
These quick and dirty rules were suggested by Ymdar (who himself was helped by sinmissing). I've taken them and adapted them slightly. I want to get some opinions on these if possible.
When PLs Collide
With time travel, there may come a point where a group of modern adventurers are confronted by a group of high-tech thugs from the future. Similarily, those same adventurers may be beset by a pack of cro-magnon savages. How do the PC's weapons and armor faire against those of different progress levels? These mechanics should help.
Higher PL weapon against lower PL armor
If the attacker's weapon is a higher progress level than the protection worn by the person being attacked, odds are that the protection in question wasn't designed to protect against that kind of weapon. The attacker gets a +1 bonus on his attack for each Progress Level his weapon is above the armor of the defender. This attack bonus may be no higher than the equipment bonus to defense granted by the armor, minus the armor's nonproficiency bonus.
Example: Charlie fires his Plasma Rifle (PL 7) on Jericho, who is wearing a simple Undercover Vest (PL 5). Because Charlie's Plasma Rifle is two PL's higher than Jericho's armor, Charlie gets a +2 bonus on his attack.
Example: Charlie fires his Plasma Rifle (PL 7) on Jenny, who is weaing a Light Undercover Shirt (PL 5). Charlie would normally get a +2 bonus on his attack, but Jenny's Vest provides an equipment bonus of +2 and a nonprof. bonus of +1. Thus, Charlie only gets a +1 bonus on his attack roll against Jenny.
Higher PL armor against lower PL weapon
In most cases, greater technological advancements mean better protective armor. If an attacker has a weapon that is a lower Progress Level that the armor worn by the defender, odds are that armor will offer better protection. For each Progress level above the attacker's weapon, the armor is considered to have two points of Damage Reduction.
Example: Jericho whips out his Beretta 92F (PL 5) and fires on Charlie, who is wearing a Medium Combat Suit (PL 7). Charlie enjoys DR 4/- in addition to the bonuses prodived by his armor against Jericho's "archaic" weaponry.
All right, there are the basics. Here are a couple of gadgets to keep PCs from always hunting after the highest-PL technology they can scavenge...
Advanced Construction (universal)
The object is composed of more technologically-advanced materials. Choose a higher Progress Level than that of the object. The object is now treated as an object from that Progress Level.
Purchase DC mod: The difference between the object’s new PL and it’s former PL.
Old-Fashioned Construction (universal)
The object is built in a very archaic matter or makes use of really old technology. Choose a lower Progress Level than that of the object. The object is now treated as an object from that Progress Level. The GM should use discretion to determine if the lower PL is infeasable for type of object (like a PL 7 Plasma Rifle designed with PL 3 technology).
Purchase DC mod: None.
A reminder about Purchase DCs and Progress Levels: You can buy objects of a lower PL for -2 less Purchase DC. If you're playing in Progress Level 8, and buy a Falcon .45 (a PL 5 weapon) with the Advanced Construction gadget to make it a PL 8 weapon, then the Falcon costs it's regular Purchase DC +3. Regularly, in a PL 8 setting, the Falcon would cost it's normal Purchase DC -6. See how it works? Same rules apply to Old-Fashioned Construction... a Falcon .45 constructed using PL 4 tech costs 2 less.
These quick and dirty rules were suggested by Ymdar (who himself was helped by sinmissing). I've taken them and adapted them slightly. I want to get some opinions on these if possible.
When PLs Collide
With time travel, there may come a point where a group of modern adventurers are confronted by a group of high-tech thugs from the future. Similarily, those same adventurers may be beset by a pack of cro-magnon savages. How do the PC's weapons and armor faire against those of different progress levels? These mechanics should help.
Higher PL weapon against lower PL armor
If the attacker's weapon is a higher progress level than the protection worn by the person being attacked, odds are that the protection in question wasn't designed to protect against that kind of weapon. The attacker gets a +1 bonus on his attack for each Progress Level his weapon is above the armor of the defender. This attack bonus may be no higher than the equipment bonus to defense granted by the armor, minus the armor's nonproficiency bonus.
Example: Charlie fires his Plasma Rifle (PL 7) on Jericho, who is wearing a simple Undercover Vest (PL 5). Because Charlie's Plasma Rifle is two PL's higher than Jericho's armor, Charlie gets a +2 bonus on his attack.
Example: Charlie fires his Plasma Rifle (PL 7) on Jenny, who is weaing a Light Undercover Shirt (PL 5). Charlie would normally get a +2 bonus on his attack, but Jenny's Vest provides an equipment bonus of +2 and a nonprof. bonus of +1. Thus, Charlie only gets a +1 bonus on his attack roll against Jenny.
Higher PL armor against lower PL weapon
In most cases, greater technological advancements mean better protective armor. If an attacker has a weapon that is a lower Progress Level that the armor worn by the defender, odds are that armor will offer better protection. For each Progress level above the attacker's weapon, the armor is considered to have two points of Damage Reduction.
Example: Jericho whips out his Beretta 92F (PL 5) and fires on Charlie, who is wearing a Medium Combat Suit (PL 7). Charlie enjoys DR 4/- in addition to the bonuses prodived by his armor against Jericho's "archaic" weaponry.
All right, there are the basics. Here are a couple of gadgets to keep PCs from always hunting after the highest-PL technology they can scavenge...
Advanced Construction (universal)
The object is composed of more technologically-advanced materials. Choose a higher Progress Level than that of the object. The object is now treated as an object from that Progress Level.
Purchase DC mod: The difference between the object’s new PL and it’s former PL.
Old-Fashioned Construction (universal)
The object is built in a very archaic matter or makes use of really old technology. Choose a lower Progress Level than that of the object. The object is now treated as an object from that Progress Level. The GM should use discretion to determine if the lower PL is infeasable for type of object (like a PL 7 Plasma Rifle designed with PL 3 technology).
Purchase DC mod: None.
A reminder about Purchase DCs and Progress Levels: You can buy objects of a lower PL for -2 less Purchase DC. If you're playing in Progress Level 8, and buy a Falcon .45 (a PL 5 weapon) with the Advanced Construction gadget to make it a PL 8 weapon, then the Falcon costs it's regular Purchase DC +3. Regularly, in a PL 8 setting, the Falcon would cost it's normal Purchase DC -6. See how it works? Same rules apply to Old-Fashioned Construction... a Falcon .45 constructed using PL 4 tech costs 2 less.