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Underpowered Guns in d20 Modern (rant, long)
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<blockquote data-quote="tjoneslo" data-source="post: 1727512" data-attributes="member: 4909"><p>The HMG will take, on average, 4 hits to bring down the knight, assuming no critcal hits. The Sword does 12 HP damage per hit vs the HMG doing 15 HP vs the MP5 doing 7HP. So either you need to increase the damage of guns, or have fewer HP. </p><p></p><p>Doesn't D20 Modern have a Con Based Massive Damage rule? If the Solder can roll 17 on his HMG damage, the Knight must make a Fort save (DC = damage) or die. </p><p></p><p>My Suggestion: use the T20 combat option: No class defense bonuses. Use the Stamina (HP)/Lifeblood (CON) system, where all attacks do damage to both, but the armor only reduces the Lifeblood done in the attack. </p><p></p><p>Getting rid of the class defense bonuses will double the solders chances of burst fire hitting the knight on the first round. T20 halves the armor bonus of the archaic armor and shields against firearms, also improving the soldiers chances. </p><p></p><p>In T20, assuming similar characters, the HMG (does 2d12) against the knight. The Knights AC is 16 (+4 armor, +1 shield +1 Dex) - vastly improving the to hit chances. When hit, the knight takes 15 stamina (out of 60) and 5 lifeblood (out of 16). If the soldier gets a critical the knight takes 30 lifeblood, enought to kill him outright. Is that more along the lines of your thinking?</p><p></p><p>The problem is that D&D (and D20 in general) is balanced to provide characters who can withstand a few solid hits at 3rd to 5th level. This makes for an exciting combat. D&D then allows characters to add hit points, and magical damage powers to keep this balance. D20 Modern and all of the other modern/future games don't provide much in damage enhancements for their character. So the usual manner of providing balance is to fix the characters HP. Either through a WP/VP system (See Unearthed Archana or Star Wars) or by providing a strict Massive Damage rule (See CoC and D20 Modern(?)).</p></blockquote><p></p>
[QUOTE="tjoneslo, post: 1727512, member: 4909"] The HMG will take, on average, 4 hits to bring down the knight, assuming no critcal hits. The Sword does 12 HP damage per hit vs the HMG doing 15 HP vs the MP5 doing 7HP. So either you need to increase the damage of guns, or have fewer HP. Doesn't D20 Modern have a Con Based Massive Damage rule? If the Solder can roll 17 on his HMG damage, the Knight must make a Fort save (DC = damage) or die. My Suggestion: use the T20 combat option: No class defense bonuses. Use the Stamina (HP)/Lifeblood (CON) system, where all attacks do damage to both, but the armor only reduces the Lifeblood done in the attack. Getting rid of the class defense bonuses will double the solders chances of burst fire hitting the knight on the first round. T20 halves the armor bonus of the archaic armor and shields against firearms, also improving the soldiers chances. In T20, assuming similar characters, the HMG (does 2d12) against the knight. The Knights AC is 16 (+4 armor, +1 shield +1 Dex) - vastly improving the to hit chances. When hit, the knight takes 15 stamina (out of 60) and 5 lifeblood (out of 16). If the soldier gets a critical the knight takes 30 lifeblood, enought to kill him outright. Is that more along the lines of your thinking? The problem is that D&D (and D20 in general) is balanced to provide characters who can withstand a few solid hits at 3rd to 5th level. This makes for an exciting combat. D&D then allows characters to add hit points, and magical damage powers to keep this balance. D20 Modern and all of the other modern/future games don't provide much in damage enhancements for their character. So the usual manner of providing balance is to fix the characters HP. Either through a WP/VP system (See Unearthed Archana or Star Wars) or by providing a strict Massive Damage rule (See CoC and D20 Modern(?)). [/QUOTE]
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