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Underpowered Guns in d20 Modern (rant, long)
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<blockquote data-quote="ragboy" data-source="post: 1739514" data-attributes="member: 4151"><p>And if you have <em>meteor swarm</em> in your campaign, then obviously, it should be taken into account when used against a tank. If you're playing a more realistic game, then probably not. But, in order to support all that game-wise, you'd have to have location armor and a corresponding location hit system, and degradation of systems, etc. etc. Lots of dice and tables, if that's your poison (and I love Battletech, but not for role-playing). </p><p> </p><p>The problem as I see it (and I don't use that word like it is a big problem) is that d20 Modern grew out of D&D which is heavily slanted toward super-heroism, melee and magic and an abstract hit point system. Makes things flashy, mano-y-mano and speeds up the system, but sacrifices reality. That "reality" is just in starker contrast because most people know without a doubt that if they charged a .50 cal gun emplacement wearing medieval armor, then they'd be a bloody spot in seconds. </p><p> </p><p>The toggle on reality is totally up to the DM and players. </p><p> </p><p>If you're taking d20 Modern and using it in a realistic combat environment, then the numbers have to be tweaked as that realistic toggle gets closer to realism. And other rules have to be bolted on (like a hit location system for vehicle-on-vehicle combat that takes into effect system degradation, etc).</p><p> </p><p>So, yeah, guns are underpowered, but there's a reason for it. Tanks are underpowered, and probably should be in the generic d20 modern setting. An elf carving up an M1A1 with a vorpal sword stretches the bounds of reality, but then again, it should. So, if your campaign is designed to have an armored knight charge across a field and take out a .50 cal gunner, then the rules are just right. If not, fix it.</p></blockquote><p></p>
[QUOTE="ragboy, post: 1739514, member: 4151"] And if you have [i]meteor swarm[/i] in your campaign, then obviously, it should be taken into account when used against a tank. If you're playing a more realistic game, then probably not. But, in order to support all that game-wise, you'd have to have location armor and a corresponding location hit system, and degradation of systems, etc. etc. Lots of dice and tables, if that's your poison (and I love Battletech, but not for role-playing). The problem as I see it (and I don't use that word like it is a big problem) is that d20 Modern grew out of D&D which is heavily slanted toward super-heroism, melee and magic and an abstract hit point system. Makes things flashy, mano-y-mano and speeds up the system, but sacrifices reality. That "reality" is just in starker contrast because most people know without a doubt that if they charged a .50 cal gun emplacement wearing medieval armor, then they'd be a bloody spot in seconds. The toggle on reality is totally up to the DM and players. If you're taking d20 Modern and using it in a realistic combat environment, then the numbers have to be tweaked as that realistic toggle gets closer to realism. And other rules have to be bolted on (like a hit location system for vehicle-on-vehicle combat that takes into effect system degradation, etc). So, yeah, guns are underpowered, but there's a reason for it. Tanks are underpowered, and probably should be in the generic d20 modern setting. An elf carving up an M1A1 with a vorpal sword stretches the bounds of reality, but then again, it should. So, if your campaign is designed to have an armored knight charge across a field and take out a .50 cal gunner, then the rules are just right. If not, fix it. [/QUOTE]
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