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<blockquote data-quote="ValhallaGH" data-source="post: 3928249" data-attributes="member: 41187"><p><em>Autofire:</em> Any weapon capable of automatic fire can be used on that setting without penalty. You have two options, either attack multiple squares (with a -1 to the attack per total squares attacked) or attack a single target. The limit on squares that can be attacked is the total attack bonus </p><p></p><p>If you attack a single target then you deal additional damage equal to half of the number by which you beat the target's defense. So an assault rifle (five damage) can be used to shoot a target; if you defeat his defense by ten then you deal an additional five damage for a total of ten damage: your dozen bullets hit him as hard as a tank cannon. However, if the base damage would be ineffective then the attack is ineffective no matter how much extra damage you deal.</p><p>The major downside is that there are no hard guidelines on how much ammunition is used per burst, so that's something Narrators need to think about.</p><p>There are also rules for covering and suppressing fire. Good stuff.</p><p></p><p><em>Areas:</em> Blast areas are equal to a ten foot radius times the damage of the attack. So a basic frag grenade (five damage) has a fifty foot burst. Area attacks allow a reflex save for half damage (save DC is 10 + base damage). So that frag grenade has a DC 15 save. Area attacks automatically hit the target area as long as it is within range of the attacker and within line of sight. Only two rolls are made, saving throws (Reflex and Toughness).</p><p>As a house rule used by some, the damage drops by 1 per ten feat out from the radius. So two characters being attacked by a grenade need to know how far they are from it; if one is ten feet away from the explosion then he'll take 5 damage, while the second (who is 30 feet away) will only take 3 damage (-1 for being more than 10 feet, -1 for being more than 20 feet), and both can make reflex saves for half damage.</p><p></p><p><em>Psionics:</em> The powers system is very generic, working well for both psychic powers and for magic, as well as for super-science. Mechanically, the system is actually more evocative of psionics than anything else. Just going through and banning inappropriate powers should get 90% of the work done for you.</p><p>For some excellent options for super-science and gadget creation, take a look at the True20 Companion.</p><p></p><p>As of January 2007, no one on the True20 forums had converted Dawning Star to True20. I'm not familiar with the settting but it actually shouldn't be too difficult. Most settings are a collection of flavor text with occaisional chunks of rules inserted. Converting those chunks over to True20 shouldn't be too difficult, especially given its d20 Modern base.</p><p>Creating a selection of Backgrounds will easily reflect most of the starting occupation and species options, equipment should be easily converted (especially as generic sci-fi weapons and spacecraft are already in the main book), and most of the base Modern and Future feats and talents are already available in True20. Converting the Dawning Star specific ones (that actually need to be converted, it's surprising how many feats and talents can be ignored or dropped because they would be repeating something that everyone can already do or that another feat already does) should be an easy process.</p><p></p><p>I hope that was helpful. Anything else?</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3928249, member: 41187"] [i]Autofire:[/i] Any weapon capable of automatic fire can be used on that setting without penalty. You have two options, either attack multiple squares (with a -1 to the attack per total squares attacked) or attack a single target. The limit on squares that can be attacked is the total attack bonus If you attack a single target then you deal additional damage equal to half of the number by which you beat the target's defense. So an assault rifle (five damage) can be used to shoot a target; if you defeat his defense by ten then you deal an additional five damage for a total of ten damage: your dozen bullets hit him as hard as a tank cannon. However, if the base damage would be ineffective then the attack is ineffective no matter how much extra damage you deal. The major downside is that there are no hard guidelines on how much ammunition is used per burst, so that's something Narrators need to think about. There are also rules for covering and suppressing fire. Good stuff. [i]Areas:[/i] Blast areas are equal to a ten foot radius times the damage of the attack. So a basic frag grenade (five damage) has a fifty foot burst. Area attacks allow a reflex save for half damage (save DC is 10 + base damage). So that frag grenade has a DC 15 save. Area attacks automatically hit the target area as long as it is within range of the attacker and within line of sight. Only two rolls are made, saving throws (Reflex and Toughness). As a house rule used by some, the damage drops by 1 per ten feat out from the radius. So two characters being attacked by a grenade need to know how far they are from it; if one is ten feet away from the explosion then he'll take 5 damage, while the second (who is 30 feet away) will only take 3 damage (-1 for being more than 10 feet, -1 for being more than 20 feet), and both can make reflex saves for half damage. [i]Psionics:[/i] The powers system is very generic, working well for both psychic powers and for magic, as well as for super-science. Mechanically, the system is actually more evocative of psionics than anything else. Just going through and banning inappropriate powers should get 90% of the work done for you. For some excellent options for super-science and gadget creation, take a look at the True20 Companion. As of January 2007, no one on the True20 forums had converted Dawning Star to True20. I'm not familiar with the settting but it actually shouldn't be too difficult. Most settings are a collection of flavor text with occaisional chunks of rules inserted. Converting those chunks over to True20 shouldn't be too difficult, especially given its d20 Modern base. Creating a selection of Backgrounds will easily reflect most of the starting occupation and species options, equipment should be easily converted (especially as generic sci-fi weapons and spacecraft are already in the main book), and most of the base Modern and Future feats and talents are already available in True20. Converting the Dawning Star specific ones (that actually need to be converted, it's surprising how many feats and talents can be ignored or dropped because they would be repeating something that everyone can already do or that another feat already does) should be an easy process. I hope that was helpful. Anything else? [/QUOTE]
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