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What I've learned running Modern/Sci-Fi Games with D&D 5E
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<blockquote data-quote="Ruin Explorer" data-source="post: 7965401" data-attributes="member: 18"><p>The big issue I find with modern stuff and weapons is the six-second combat round vs. the fact that you can fire off entire clips in that time, yet only get one attack. This often makes thing seem utterly ludicrous. Even with some aiming, taking cover and so on (especially as that is also often not happening), it's just not plausible.</p><p></p><p>Spycraft really fell apart in part because of this. The idea that you can only fire a pistol once in that time just doesn't work, and it doesn't work with "you can fire more but you'll miss lol" because I'm sorry, but we all know that's not how it works. Especially at very very short range (like 10' away).</p><p></p><p>Whereas in D&D, if anything, the fire-rates of ranged weapons tend to be slightly optimistic (in some cases wildly optimistic).</p><p></p><p>With sci-fi lasers etc. this is less of an issue, because it's easier to handwave it as peculiarities with the weapons themselves. Just don't mix in conventional slugthrowers or questions will be asked.</p><p></p><p>Hit points also sometimes need a bit of a rethink. Basically I would say the sweet spot for D&D is clearly solidly prehistoric to early-mid 1800s, but it also works fairly well at extremely far-out sci-fi. It just doesn't work well at modern-day stuff, particularly, because of the peculiarities of modern-day combat.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7965401, member: 18"] The big issue I find with modern stuff and weapons is the six-second combat round vs. the fact that you can fire off entire clips in that time, yet only get one attack. This often makes thing seem utterly ludicrous. Even with some aiming, taking cover and so on (especially as that is also often not happening), it's just not plausible. Spycraft really fell apart in part because of this. The idea that you can only fire a pistol once in that time just doesn't work, and it doesn't work with "you can fire more but you'll miss lol" because I'm sorry, but we all know that's not how it works. Especially at very very short range (like 10' away). Whereas in D&D, if anything, the fire-rates of ranged weapons tend to be slightly optimistic (in some cases wildly optimistic). With sci-fi lasers etc. this is less of an issue, because it's easier to handwave it as peculiarities with the weapons themselves. Just don't mix in conventional slugthrowers or questions will be asked. Hit points also sometimes need a bit of a rethink. Basically I would say the sweet spot for D&D is clearly solidly prehistoric to early-mid 1800s, but it also works fairly well at extremely far-out sci-fi. It just doesn't work well at modern-day stuff, particularly, because of the peculiarities of modern-day combat. [/QUOTE]
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