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Worlds of Design: Gun vs. Sword
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<blockquote data-quote="Imaculata" data-source="post: 7803322" data-attributes="member: 6801286"><p>I'm currently using all manner of flintlock weapons in my pirate campaign. This includes some variants that were invented over the span of several centuries, but I handwave that for the sake of weapon diversity.</p><p></p><p></p><p></p><p>I feel that we do. It is one of the first things I added when playing D20 Modern and D20 Scifi. Guns with different ammo capacity, different calibers, different range, different damage dice. An extra rule we added is that longarms are easier to disarm, to make bullpop weapons have a distinct advantage in close quarters.</p><p></p><p></p><p></p><p>We have had to add some extra homebrew sniper rules, since the existing systems did not account for such a specialization.</p><p></p><p></p><p></p><p>For my group I have come up with a system of weapon mods, that allow players to reduce the muzzle flash and loudness of their weapon at the cost of either damage, range or accuracy, to make their weapons harder to notice when firing. This means that when firing from a hidden position, an enemy needs to succeed on a perception check to find out where the shooter is shooting from. Louder guns with bigger muzzle flashes are easier to spot.</p><p></p><p></p><p></p><p>This is a good question. In our games we allow for cover fire, but we don't really have a clear rule for it. We basically leave it up to the DM to improvize a ruling. We have added different types of ammunition as well, to add special effects to the damage that guns can do (fire,cold,radiation, armor penetration, knockback).</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7803322, member: 6801286"] I'm currently using all manner of flintlock weapons in my pirate campaign. This includes some variants that were invented over the span of several centuries, but I handwave that for the sake of weapon diversity. I feel that we do. It is one of the first things I added when playing D20 Modern and D20 Scifi. Guns with different ammo capacity, different calibers, different range, different damage dice. An extra rule we added is that longarms are easier to disarm, to make bullpop weapons have a distinct advantage in close quarters. We have had to add some extra homebrew sniper rules, since the existing systems did not account for such a specialization. For my group I have come up with a system of weapon mods, that allow players to reduce the muzzle flash and loudness of their weapon at the cost of either damage, range or accuracy, to make their weapons harder to notice when firing. This means that when firing from a hidden position, an enemy needs to succeed on a perception check to find out where the shooter is shooting from. Louder guns with bigger muzzle flashes are easier to spot. This is a good question. In our games we allow for cover fire, but we don't really have a clear rule for it. We basically leave it up to the DM to improvize a ruling. We have added different types of ammunition as well, to add special effects to the damage that guns can do (fire,cold,radiation, armor penetration, knockback). [/QUOTE]
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