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<blockquote data-quote="bbjore" data-source="post: 5360091" data-attributes="member: 27539"><p>Reskinning 4e to work in the modern era can be done, and I was able to implement firearms in my 4e game just fine, but you have to put some thought into what you want to do, and try your best to keep it simple. Firearms work well as superior version of bows or crossbows, just look at how they make superior versions of any range weapon and go with that. Remember, hit points are real damage, so you don't have to make guns do ridiculous damage or have crazy abilities, let powers do that. But I do suggest you give some of them the "heavy thrown" property, and allow a character to use Strength for ranged basic attacks.</p><p></p><p>As for bringing controllers and defenders into the game, that's where it gets tricky. The thing is, if you're going 1940s era or whatever, a lot of the classes (implement ones especially) don't really exist, but that's fine, you don't need that many. The martial classes work just fine, as only the fighter doesn't have innate ranged powers. But, you'll still want a defender to hold back the hordes while his buddies shoot them, so it should still work, especially with a little bit of multiclassing. Your idea for a controller using demolition could also work, but I think it would require more work along the house rules front, a refluffed seeker might be fine, and I guess you could switch a wand or rod with a gun and choose appropriate powers, but I do think that would take a bit of work. I suggest talking to your players and figuring out what sort of class they want to play, and find a way to make it work. One thing I did, is I made some of the firearms heavy shot (basically just heavy thrown), and allow classes proficient with firearms to take ranger power swaps. </p><p>The newer essentials builds might work especially well with your idea, as they have fewer powers, and a lot of their abilities function both in range and in melee. There's even a controller ranger build coming out in November. But really, the martial classes hold their own quite well using firearms, even the fighter, although he may want to take some power swaps. </p><p>As for headshots or burst fire, I would let striker features or powers like quarry damage, or multi-attack powers take care of that issue for the most part, and create item specific powers for larger more unique weapons that aren't used on a regular basis (chain guns...). </p><p>Remember, hit point damage isn't real damage, it's just a track of how close you are to a kill shot, so whether or not it's three bullets being fired or one, just roll the dice like you do with the normal rules and figure out if you killed a zombie or not. This should also work with the zombie bite rules as well, consider most "hp damage" close calls, scratches or the like, something that wouldn't infect a PC, but then find a way to model an infectious bite, disease and all. I'd consider a zombie power that could only be used on a crit. or while the target is bloodied or at 0 hp, which would then infect the PC. </p><p></p><p>You have some good ideas here, try them out, you'll still have fun because you with friend, and then let us know how it turned out.</p></blockquote><p></p>
[QUOTE="bbjore, post: 5360091, member: 27539"] Reskinning 4e to work in the modern era can be done, and I was able to implement firearms in my 4e game just fine, but you have to put some thought into what you want to do, and try your best to keep it simple. Firearms work well as superior version of bows or crossbows, just look at how they make superior versions of any range weapon and go with that. Remember, hit points are real damage, so you don't have to make guns do ridiculous damage or have crazy abilities, let powers do that. But I do suggest you give some of them the "heavy thrown" property, and allow a character to use Strength for ranged basic attacks. As for bringing controllers and defenders into the game, that's where it gets tricky. The thing is, if you're going 1940s era or whatever, a lot of the classes (implement ones especially) don't really exist, but that's fine, you don't need that many. The martial classes work just fine, as only the fighter doesn't have innate ranged powers. But, you'll still want a defender to hold back the hordes while his buddies shoot them, so it should still work, especially with a little bit of multiclassing. Your idea for a controller using demolition could also work, but I think it would require more work along the house rules front, a refluffed seeker might be fine, and I guess you could switch a wand or rod with a gun and choose appropriate powers, but I do think that would take a bit of work. I suggest talking to your players and figuring out what sort of class they want to play, and find a way to make it work. One thing I did, is I made some of the firearms heavy shot (basically just heavy thrown), and allow classes proficient with firearms to take ranger power swaps. The newer essentials builds might work especially well with your idea, as they have fewer powers, and a lot of their abilities function both in range and in melee. There's even a controller ranger build coming out in November. But really, the martial classes hold their own quite well using firearms, even the fighter, although he may want to take some power swaps. As for headshots or burst fire, I would let striker features or powers like quarry damage, or multi-attack powers take care of that issue for the most part, and create item specific powers for larger more unique weapons that aren't used on a regular basis (chain guns...). Remember, hit point damage isn't real damage, it's just a track of how close you are to a kill shot, so whether or not it's three bullets being fired or one, just roll the dice like you do with the normal rules and figure out if you killed a zombie or not. This should also work with the zombie bite rules as well, consider most "hp damage" close calls, scratches or the like, something that wouldn't infect a PC, but then find a way to model an infectious bite, disease and all. I'd consider a zombie power that could only be used on a crit. or while the target is bloodied or at 0 hp, which would then infect the PC. You have some good ideas here, try them out, you'll still have fun because you with friend, and then let us know how it turned out. [/QUOTE]
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