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Author Topic: Giving each gun category a unique feel  (Read 806 times)
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MasterVega
That monkey with the orange ass cheeks
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Posts: 292


Master of what? Well, I'm not exactly sure...


« on: November 18, 2009, 08:36:49 AM »

So I thought one day, after a gaming session with my group, and thought "hey, I hate how all of the guns in d20Modern feel the same." I mean, really, I dislike how the only ways guns can be different are magazine size, range, and damage. Sure there are a couple modifiers depending on size, but nothing that really makes one gun feel different from another. For example an MP5 fires exactly the same as a M249, just shorter range and slightly lower damage. Nevermind that the M249 is heavier and moves around less while firing a more powerful round, decreasing the weapon's spread while firing automatically.

Anyhow, a friend and I actually got around to working on this issue a few weeks back. Well, I did most of the statting and he helped in brainstorming, but anyway. Here's some of what came out of it:

Note: These are designed for games using a specific Armor as DR ruleset. Armors have hardness values that protect the wearer from a certain number of damage from a specific source (ballistic armor is fully effective against ballistic weapons, but half as effective against any other damage type). Firearms (and other weapons if I ever get around to making them) have a piercing value that ignores some of this hardness. I haven't statted out anything that I believe merits a higher PV than 5, but certain guns I'll recreate later (like the M14, M82 and others) will exceed this number. Both protection ratings and piercing values are supposed to progress by multiples of 5.

MP5
Damage: 2d6
Critical: 20 (for now)
Piercing Value: 0
Damage Type: Ballistic
Range Increment: 50ft
RoF: S, A
Ammo: 30 box
Size: Med
Initiative Modifier: -2
Concealment Bonus: N/A
Double Tap (For Accuracy/For Damage): +6/-2
Move Penalty: None
Cost: Something
Legality: Requires Approval of Local Law Enforcement.

FN P90
Damage: 2d4
Critical: 20 (for now)
Piercing Value: 5
Damage Type: Ballistic
Range Increment: 70ft
RoF: S, A
Ammo: 50 box
Size: Med
Initiative Modifier: -2
Concealment Bonus: N/A
Double Tap (For Accuracy/For Damage): +8/+0
Move Penalty: None
Cost: Something
Legality: Requires Approval of Local Law Enforcement.

M16
Damage: 2d8
Critical: 20 (for now)
Piercing Value: 5
Damage Type: Ballistic
Range Increment: 80ft
RoF: S, Burst
Ammo: 30 box
Size: Large
Initiative Modifier: -4
Concealment Penalty: -4
Double Tap: (For Accuracy/For Damage): +6/-2
Move Penalty: -5ft
Cost: Something:
Legality: Requires Approval of Local Law Enforcement.

Random .22 Long Rifle
Damage: 2d4
Critical: 20 (for now)
Piercing Value: 0
Damage: Ballistic
Range Increment: 40ft
RoF: S
Ammo: 8-box
Size: Large
initiative Modifier: -4
Concealment Penalty: -4
Double Tap: (For Accuracy/For Damage) +10/-0
Cost: Blah
Legality: 18+ and haven't committed a crime.

M249
Damage: 2d8
Critical: 20 (for now)
Piercing Value: 5
Damage: Ballistic
Range Increment: 80ft
RoF: A
Ammo: Linked
Size: Large
Initiative Modifier: -4
Concealment Penalty: -4
Double Tap: (For Accuracy/For Damage): +6/-2
Move Penalty: -5ft
Cost: Something:
Legality: Requires Approval of Local Law Enforcement.

If you want to read the (somewhat in need of organization) train of thought that lead to these stats, click here.

I hope you find these useful.
« Last Edit: November 18, 2009, 08:45:19 AM by MasterVega » Logged

I might be insane, but at least I\'m not deluded...

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