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Tweaking firearm combat - comments?
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<blockquote data-quote="Elwolf" data-source="post: 1260059" data-attributes="member: 4756"><p>Gidday, I’m looking for some comments/feedback/abuse on some tweaks I’ve been thinking of making to firearms in d20 Modern – adding a couple of features, namely cover & suppressive fire (blatantly swiped from Spycraft, though tweaked for the sake of tweaking), as well as changing burst fire somewhat.</p><p></p><p>Basically, I’m looking to remove the restrictions that say without this feat, you can not do this, so that anyone can use burst fire, however, those without the feat don’t get the same benefits. The same would apply to the two feats I was thinking of adding, one for cover fire, the other for suppression fire. I’m not so sure about double tap though – whether that should stay a “trained only” action that requires a feat or not.</p><p></p><p>Anyway, the changes to burst fire I was thinking of as follows</p><p>The shooter has a choice between concentrated (damage) and spread (bonus to hit), as usual the burst uses 5 rounds (or 3 with 3 round burst weapons), the effects of which would be as follows</p><p><em>Spread (without feat):</em> +2 to hit</p><p><em>Spread (with Burst Fire feat):</em> +3 to hit</p><p><em>Concentrated (without feat):</em> -6 to hit (not sure about this, perhaps keep it at –4?), +1d damage</p><p><em>Concentrated (with Burst Fire feat):</em> -4 to hit, +2d damage</p><p></p><p>Thinking on Double Tap, perhaps it could look like this</p><p><em>Without feat:</em> -2 to hit (if burst fire is –6 without the feat this should probably be -3), +1 damage (or +(1/2)d?)</p><p><em>With feat:</em> -2 to hit, +1d damage.</p><p></p><p><strong>Cover fire</strong></p><p><em>Full round action</em></p><p><em>Attack</em> – Attack made vs Defense 10 (adjusted for range bracket of closest target). For every 2 points the attack exceeds this, an extra target may be included in the cover fire.</p><p><em>Effect</em> – One ally gains a +2 bonus to defence against all those targetted by the cover fire. Additional shooters providing cover fire to the same ally only provide an additional +1 to Defence per extra shooter involved.</p><p><em>Special</em> – All targets must be within the weapon’s maximum range, and within line of sight. Targets with 9/10th’s cover are unaffected by cover fire.</p><p><em>Rounds used</em> – 3 rounds per target, weapons with RoF Single limited to 6 rounds max</p><p><em><u>Give ‘em Cover</u> Feat effects</em> – Bonus to defence increases to +3, rounds used per target drops to 2.</p><p></p><p><strong>Suppression Fire</strong></p><p><em>Attack</em></p><p><em>Attack</em> – Attack made vs Defense 10 (adjusted for range bracket of target).</p><p><em>Effect</em> – Target takes a –1 penalty to attack and skill checks until the shooter’s next action (or until they gain full cover, whichever occurs first), and must make a Reflex save vs DC 5 or take the weapon’s normal damage.</p><p><em>Special</em> – Multiple suppression fire attacks stack, so a target affected by three suppression fire attacks would be at –3 to hit and skill checks. Targets with 9/10th’s cover are unaffected by suppression fire unless they fail the reflex save.</p><p><em>Rounds used</em> – 5 rounds (or 3 rounds with 3 round burst weapons). Only usable with weapons with burst fire or autofire capability.</p><p><em><u>Suppressive Fire</u> Feat effects</em> – Penalty to attacks and skill checks increases to –2, Reflex save DC is increased to 10.</p><p></p><p>Comments?</p></blockquote><p></p>
[QUOTE="Elwolf, post: 1260059, member: 4756"] Gidday, I’m looking for some comments/feedback/abuse on some tweaks I’ve been thinking of making to firearms in d20 Modern – adding a couple of features, namely cover & suppressive fire (blatantly swiped from Spycraft, though tweaked for the sake of tweaking), as well as changing burst fire somewhat. Basically, I’m looking to remove the restrictions that say without this feat, you can not do this, so that anyone can use burst fire, however, those without the feat don’t get the same benefits. The same would apply to the two feats I was thinking of adding, one for cover fire, the other for suppression fire. I’m not so sure about double tap though – whether that should stay a “trained only” action that requires a feat or not. Anyway, the changes to burst fire I was thinking of as follows The shooter has a choice between concentrated (damage) and spread (bonus to hit), as usual the burst uses 5 rounds (or 3 with 3 round burst weapons), the effects of which would be as follows [i]Spread (without feat):[/i] +2 to hit [i]Spread (with Burst Fire feat):[/i] +3 to hit [i]Concentrated (without feat):[/i] -6 to hit (not sure about this, perhaps keep it at –4?), +1d damage [i]Concentrated (with Burst Fire feat):[/i] -4 to hit, +2d damage Thinking on Double Tap, perhaps it could look like this [i]Without feat:[/i] -2 to hit (if burst fire is –6 without the feat this should probably be -3), +1 damage (or +(1/2)d?) [i]With feat:[/i] -2 to hit, +1d damage. [b]Cover fire[/b] [i]Full round action[/i] [i]Attack[/i] – Attack made vs Defense 10 (adjusted for range bracket of closest target). For every 2 points the attack exceeds this, an extra target may be included in the cover fire. [i]Effect[/i] – One ally gains a +2 bonus to defence against all those targetted by the cover fire. Additional shooters providing cover fire to the same ally only provide an additional +1 to Defence per extra shooter involved. [i]Special[/i] – All targets must be within the weapon’s maximum range, and within line of sight. Targets with 9/10th’s cover are unaffected by cover fire. [i]Rounds used[/i] – 3 rounds per target, weapons with RoF Single limited to 6 rounds max [i][u]Give ‘em Cover[/u] Feat effects[/i] – Bonus to defence increases to +3, rounds used per target drops to 2. [b]Suppression Fire[/b] [i]Attack[/i] [i]Attack[/i] – Attack made vs Defense 10 (adjusted for range bracket of target). [i]Effect[/i] – Target takes a –1 penalty to attack and skill checks until the shooter’s next action (or until they gain full cover, whichever occurs first), and must make a Reflex save vs DC 5 or take the weapon’s normal damage. [i]Special[/i] – Multiple suppression fire attacks stack, so a target affected by three suppression fire attacks would be at –3 to hit and skill checks. Targets with 9/10th’s cover are unaffected by suppression fire unless they fail the reflex save. [i]Rounds used[/i] – 5 rounds (or 3 rounds with 3 round burst weapons). Only usable with weapons with burst fire or autofire capability. [i][u]Suppressive Fire[/u] Feat effects[/i] – Penalty to attacks and skill checks increases to –2, Reflex save DC is increased to 10. Comments? [/QUOTE]
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