
Lemmy Z |
1 person marked this as a favorite. |

Have you considered making that adventure available on OBS? I've had some bad experiences that have dissuaded me from making purchases through the Paizo.com store, but I'd still be happy to buy it through another venue.
Huh... That's odd. I've never had any problem... And I used to have stuff delivered to friends in a different continent. oO
I did have a few experiences that dissuaded me from buying Paizo products, though. :P

Snowblind |
1 person marked this as a favorite. |

Someone on another thread i started posted a really nifty dps spreadsheet for 1-20 if you need something like that.
It probably wouldn't do much good. I am dealing with my own custom auto-fire, recoil and armor penetration mechanics. Having to make my own calculator is practically a given.

Snowblind |
1 person marked this as a favorite. |

that does sound complex what is it your working on if you don't mind me asking?
A Modern setting Pathfinder conversion, which I am tentatively calling Pathfinder21. Or, more specifically, the guns/explosives/armor (and related things) part of a Modern Pathfinder conversion, which is almost in a publicly viewable state (almost everything else isn't even close).
Which reminds me, does anyone here know if there are any rules regarding single target effects (such as ranged spellstrike or Path of war Maneuvers) and weapon attacks which inherently target an area? This comes up when using a scatter attack or autofire, both of which aren't meaningfully different to the published mechanics that Paizo has put out for the purpose of this issue. Worst comes to worst, I can include text explaining how to resolve single target effects, but it would be nice if there was something in the base system to resolve an issue that exists in the base system.

Snowblind |
1 person marked this as a favorite. |

Your missing a great opportunity to call it StreetFinder.
your talking gernades and targetting an area for full auto right i'm willing to be starfinder will have that covered if you don't find it anywhere else.
If it is similar to what they have put out for firearms before (including modern and technological firearms), then I might mine it for ideas but I am otherwise uninterested. Their track record there has not been good, whether you look at major overarching flaws like technological weapons being crappier than a similarly priced magical bow, or minor details like three different kinds of firearms shooting the same round out of roughly the same barrel dealing hugely different damage (and in the case of the rifle, only dealing marginally more damage than a very low powered revolver).
Your name isn't bad though. I will keep it in mind.
also you are away of the modern path on the srd i assume?
Yeah. That conversion is plastered with editing, balance and mechanical issues. Its mostly not show stopping, but I find it really annoying. I am sorry, but any conversion which says that a .45 handgun is more powerful than a 5.56mm assault rifle but kicks harder than a 12g shotgun is insane.

Vidmaster7 |
1 person marked this as a favorite. |

I do see what you saying I have never liked how firearms work in pathfinder the touch attack for example in a system that blures hit hard into bypassing armor (+ to hit from str are basically you hitting through armor) why make fire arms work that way cause you still have to do more then hit with a firearm for it to hurt it has to penetrate (and maybe bounce around a little bit) i accept that the die is low because its primitive and if it crits it become effective.
I kind of like how d20 modern handled it more although i still felt like they didn't make the difference between smaller gun and high powered markedly different 2d6 is fine for a pistol but your telling me a point blank blast with a shot gun (2d8) is only 1 point of damage higher don't get me started on the chain guns (although you could take the auto-fire option get -4 to hit for +4d so 6d10 didn't seem to terrible and ideally you could still rapid shot etc so if your getting 4 attacks at 6d10 maybe i could forgive the intial low damage of the weapon.)
also for gernades and the cone spray effect they made them reflex saves (always felt the dc should be higher they were all dc 15) you would just have to hit the area.
as far as armor pen goes i think you kind of have to reflavor armor with it to say armor gives x/armor periceing or you could stat AP like brilliant energy it ignores armor and shield bonuses. (if thats to much ignores a certain amount of it but then your getting complicated)
as far as recoil goes you could have a recoil penalty based on the gun so subsequent attacks add the penalty up say you make 3 attacks with a recoil value of 2 first attack normal 2 -2 3rd -4 (then you could make feats to remove it im haveing fun with this!) id probably also limit how many attacks by how much ammo they can hold but seems like a given.
let me know if you like any of those

Ashiel |
1 person marked this as a favorite. |

Have you considered making that adventure available on OBS? I've had some bad experiences that have dissuaded me from making purchases through the Paizo.com store, but I'd still be happy to buy it through another venue.
I'm not familiar with OBS, actually.
OBS also has a nice feature which eliminates the uncertainty you had over an appropriate price: you can make a product "pay what you want." A PWYW product allows a customer to enter any price they want when adding it to their cart (even $0.00). You can even use the store filters to search for all PWYW products!
This is really cool. I like this a lot. :o
Plus, the huge number of filter and search options makes it MUCH easier to find products I'm interested it on OBS than on, say, the Paizo store. If I've even heard of an RPG product, than 99% of the time, it's because I found it in the drivethrurpg.com library, and knowing a product exists is the first step on the path to buying it.
I might have to look into this for sure. :D
PS: Check your inbox.

Ashiel |
1 person marked this as a favorite. |

Hey Ashiel, just out of curiosity, do you ever code up tools to help you test or analyze mechanics? Even just things like a google spreadsheet based calculator for DPR?
I can't say I have. If I need something I can't figure out on paper with a calculator, anydice and Aratrok (a combination that is quite potent) is really good for helping me test any weird mechanics.

Ashiel |
1 person marked this as a favorite. |

I do see what you saying I have never liked how firearms work in pathfinder the touch attack for example in a system that blures hit hard into bypassing armor (+ to hit from str are basically you hitting through armor) why make fire arms work that way cause you still have to do more then hit with a firearm for it to hurt it has to penetrate (and maybe bounce around a little bit) i accept that the die is low because its primitive and if it crits it become effective.
I kind of like how d20 modern handled it more although i still felt like they didn't make the difference between smaller gun and high powered markedly different 2d6 is fine for a pistol but your telling me a point blank blast with a shot gun (2d8) is only 1 point of damage higher don't get me started on the chain guns (although you could take the auto-fire option get -4 to hit for +4d so 6d10 didn't seem to terrible and ideally you could still rapid shot etc so if your getting 4 attacks at 6d10 maybe i could forgive the intial low damage of the weapon.)also for gernades and the cone spray effect they made them reflex saves (always felt the dc should be higher they were all dc 15) you would just have to hit the area.
as far as armor pen goes i think you kind of have to reflavor armor with it to say armor gives x/armor periceing or you could stat AP like brilliant energy it ignores armor and shield bonuses. (if thats to much ignores a certain amount of it but then your getting complicated)
as far as recoil goes you could have a recoil penalty based on the gun so subsequent attacks add the penalty up say you make 3 attacks with a recoil value of 2 first attack normal 2 -2 3rd -4 (then you could make feats to remove it im haveing fun with this!) id probably also limit how many attacks by how much ammo they can hold but seems like a given.
let me know if you like any of those
Just musing...
Generally speaking, the firearms in my games will have damage values pretty close to normal weapons. People often don't think about how much raw damage traditional melee weapons cause to the human body. Cleaving limbs off of bodies isn't particularly difficult with a sword for example. If you look at the raw destructive power that a two-handed sword would have with a direct hit on a human body (it wouldn't be pretty), I often feel like firearms are over-estimated in their damage values..../Just musing
In d20 legends, size & tech level of a weapon are the #1 factors in how much damage those weapons deal. Advanced weaponry will inflict a higher base damage than normal weapons, but I intend to make advanced armor provide a small about of DR to compensate for the change since I intend for d20 legends to be able to handle things like Star Wars type games too (where the GM can raise the tech scale of the game or lower it as their campaign calls).
So for example, an advanced technology rifle (say a plasma bolter or blaster rifle or something) deals 4d6 damage. That's a lot of damage for a level 1 character to deal with, but advanced armor would provide DR or resistance against advanced weaponry which makes such things survivable. So shooting people with appropriate armor wouldn't be super effective, but go hunt a rabbit and you'll vaporize 'em. :P
Currently speaking, the plan is to make advanced weapons and armors comparable to magic items in terms of cost vs what you're getting. That way you can use them interchangeably, and if your campaign operates at a tech level where things like blasters and power armors are commonplace, you'd just scale up the currency.

Vidmaster7 |
1 person marked this as a favorite. |

OH so your D20 legends is going to be able to handle characters from a lot of diffrent genres like modern science fiction (fantasy ofcourse)?
That is pretty cool I would be all over that. (i used to run a d20 game that had characters from greatly different worlds I.E. mech samurais half dragon barbs and mutant cowboys)

Ashiel |
1 person marked this as a favorite. |

OH so your D20 legends is going to be able to handle characters from a lot of diffrent genres like modern science fiction (fantasy ofcourse)?
That is pretty cool I would be all over that. (i used to run a d20 game that had characters from greatly different worlds I.E. mech samurais half dragon barbs and mutant cowboys)
Yes. It's part of the reason I started working on the conceptual stuff for d20 legends back when (a lot of it's been tossed around in my head for a long time before I ever started committing anything to paper). I loved D&D, D20 Modern, and Star Wars d20, but each had some issues here and there and combining them wasn't always a good idea.
In a similar vein, even in our own world, the levels of technology differ drastically from region to region. There are under developed parts of the world where modern conveniences are rarities, where people still live in huts and use fire for light.
I wanted an RPG that could handle that stuff in the same system. The idea of merging different tech levels isn't new (the 3.x DMG discussed things like modern firearms and such, and it goes back way farther than 3E), so giving more tools for world building and making sure those things were actually balanced against each other is a good thing I think. Even if you don't use those options, it's better than not having them.

Ashiel |

As I noted before, I grew up watching stuff like Star Wars (basically a fantasy space opera), Outlaw Star (gunslinging cowboys in space with wizards androids, swordsmen, and weretigers), Vampire Hunter D (the year is f***ing far in the future, super advanced technology and cyborg horses dot the landscape of an apocalyptic wasteland of monsters and mutants, where the noble caste of vampires prey on peasants).
My own campaign itself has a sort of need for this type of consideration. Its setting seems very traditional fantasy at first glance with knights on horses, elves and dwarfs bickering, going into dungeons and fighting old dragons, etc. Of course, many of those dungeons are ancient civilizations whose magic and technology was lost to ravages of time and war. It's a place where a knight with a magical flaming sword, a treasure hunter wearing a suit of powered armor and using a rifle, and a bunch of primitive goblins wielding stone headed weaponry are all interacting with each other at the same time.

Ashiel |
1 person marked this as a favorite. |

It could also allow for certain types of ongoing campaigns to function with large time skips. If you wanted to run a campaign that was episodic and spanned generations, you could advance technology as the campaign progressed. These types of campaigns aren't super common but they can be really cool if they're handled well.
For example, where playing a race that can be old as dirt is actually relevant, or playing the descendants of characters from earlier in the campaign. Where at certain points of the game the timeline moves forward X years until the next piece of the story unfolds (sort of how Lord of the Rings continues from The Hobbit, but years and years after and with a new protagonist).

Vidmaster7 |
1 person marked this as a favorite. |

As I noted before, I grew up watching stuff like Star Wars (basically a fantasy space opera), Outlaw Star (gunslinging cowboys in space with wizards androids, swordsmen, and weretigers), Vampire Hunter D (the year is f***ing far in the future, super advanced technology and cyborg horses dot the landscape of an apocalyptic wasteland of monsters and mutants, where the noble caste of vampires prey on peasants).
My own campaign itself has a sort of need for this type of consideration. Its setting seems very traditional fantasy at first glance with knights on horses, elves and dwarfs bickering, going into dungeons and fighting old dragons, etc. Of course, many of those dungeons are ancient civilizations whose magic and technology was lost to ravages of time and war. It's a place where a knight with a magical flaming sword, a treasure hunter wearing a suit of powered armor and using a rifle, and a bunch of primitive goblins wielding stone headed weaponry are all interacting with each other at the same time.
oh you don't have to tell me about all those although I don't know if I would call Aisha clan-clan of the ctarl-ctarl a weretiger.
your right though they don't fit together well it took a lot of fooling around for me to make the game work for all their characters (i was proud that it worked so well) the only problem i really had was the d20 modern classes were so much weaker then the dnd coutnerparts.
But yes i want to be able to play anything I can think of in a system and it be a meaningful choice (in other words i want the rules to feel like i'm playing what i've chosen.)

Vidmaster7 |
1 person marked this as a favorite. |

It could also allow for certain types of ongoing campaigns to function with large time skips. If you wanted to run a campaign that was episodic and spanned generations, you could advance technology as the campaign progressed. These types of campaigns aren't super common but they can be really cool if they're handled well.
For example, where playing a race that can be old as dirt is actually relevant, or playing the descendants of characters from earlier in the campaign. Where at certain points of the game the timeline moves forward X years until the next piece of the story unfolds (sort of how Lord of the Rings continues from The Hobbit, but years and years after and with a new protagonist).
mine was more like that show sliders a lot of planar travel but with more diverse worlds

Klara Meison |
1 person marked this as a favorite. |

>Cleaving limbs off of bodies isn't particularly difficult with a sword for example.
Are you quite certain? Bones are very sturdy. I wouldn't go so far as to say it's impossible, but it doesn't seem like it's going to be easy, and probably quite hard when someone is wearing armor.
As for firearms, they are different in how the damage arises. It's less about making one big hole(as you might expect with a thrusting sword) and more about the indirect sort of damage-what bone fragments the bullet has created do to your organs, what the pressure wave from the bullet does to your blood, and so on. Add in the fact that most of the fun kinds of bullets are currently banned...

Ashiel |
1 person marked this as a favorite. |

Ashiel wrote:mine was more like that show sliders a lot of planar travel but with more diverse worldsIt could also allow for certain types of ongoing campaigns to function with large time skips. If you wanted to run a campaign that was episodic and spanned generations, you could advance technology as the campaign progressed. These types of campaigns aren't super common but they can be really cool if they're handled well.
For example, where playing a race that can be old as dirt is actually relevant, or playing the descendants of characters from earlier in the campaign. Where at certain points of the game the timeline moves forward X years until the next piece of the story unfolds (sort of how Lord of the Rings continues from The Hobbit, but years and years after and with a new protagonist).
Yeah that would be a thing too.
I used to use a lot of D&D material in Star Wars since a lot of monsters like Ankhegs and Gorillions and stuff make for really great aliens on random planets. One of the things I liked about Star Wars was how you could totally change the flavor of the game by just hopping to a different planet sometime.
oh you don't have to tell me about all those although I don't know if I would call Aisha clan-clan of the ctarl-ctarl a weretiger.
Well it's the closest fantasy equivalent I can think of. They're a race of people that are mostly human in appearance but with aspects that are loosely feline in nature and they're rumored to be "invulnerable". There's an episode where you see Aisha unleash her C'tarl C'tarl power, and what that basically entails is she turns into a giant white tiger who's seemingly impervious to harm and ridiculously strong.
<3 Aisha.
Her and Rei from Breath of Fire III branded weretigers as the lycanthrope for me. XD

Ashiel |
1 person marked this as a favorite. |

>Cleaving limbs off of bodies isn't particularly difficult with a sword for example.
Are you quite certain? Bones are very sturdy. I wouldn't go so far as to say it's impossible, but it doesn't seem like it's going to be easy, and probably quite hard when someone is wearing armor.
Well that's kind of the dig really. Armor helps make the impacts more survivable, but in much the same way a butcher can use a meat cleaver to hack through meat and bone, a large sword swung into a direct hit can cause a truly grizzly amount of carnage.
Of course, stuff like chainmail turns what would have been a very lethal and gutspilling blow into a painful slap (humorously, chainmail is still used in some form or another by people as protection against sharks since it can protect from sharks tearing you apart).
But see the following...
As for firearms, they are different in how the damage arises. It's less about making one big hole(as you might expect with a thrusting sword) and more about the indirect sort of damage-what bone fragments the bullet has created do to your organs, what the pressure wave from the bullet does to your blood, and so on. Add in the fact that most of the fun kinds of bullets are currently banned...
Which is why I don't think that it's unfair for firearms to do equivalent amount of damage. Dead is dead basically. Stuff like the varmint grenade wouldn't look pretty used on a person either. Suffice to say, I'd rather not get shot by one of these nor get struck with a good blow from a Scottish claymore or traditional longsword (which are more akin to what D&D thinks of as the "bastard sword" where they usually depict "longswords" as arming swords or somesuch).
Point is, they're both really lethal. When you inflate damage values for certain kinds of weapons, however, you end up with slightly weird probabilities for just exploding people on average damage (such as a 2d10 rifle shot vs 3 hp commoners :P), or end up with weapons that are perhaps too efficient at punching through hard materials.
For that reason, I tend to keep raw damage values for most weapons in the realm of "yeah it kills normal people really good". Of course, they tend to have certain appeals over archaic weaponry (because even if clobbering someone with an axe would be equally a devastating, or punching a hole through their favorite torso with a compound bow, there's something to be said for the reliability, range, speed, precision, portability, and rate of fire you tend to get from your average firearm :P).

Tels |
3 people marked this as a favorite. |

I've never given it any serious thought, but I've often wondered if modern firearms, and future firearms too, shouldn't have some sort of rate of fire mechanic. Like, some abstraction with needing to control the recoil and heat of the weapon as justification or whatever.
Pardon the rambling here, but this is just off the top of my head, so some of it may not be very clear or not be very well thought out. Literally coming up with this as I type.
Basically, a weapon like an M-16 has, say, a rate of fire of 5. This means for every attack you make in a round, you can fire off 5 shots at the target you're aiming at. So if an M-16 dealt 1d6 points of damage, a single burst deals 5d6 damage on a hit. Apply bonuses from having an enhanced weapon/ammo (+3 rifle would deal 5d6+15), but other bonuses, such as from feats or class abilities, only apply once per burst.
Then, for weapons with a fully automatic capability, you could use it to fill an area with bullets by dumping the mag as a standard/major action (if in d20 Legends). Basically, you can fire every shot, up to a weapons maximum limit (weapons like a light machine gun have much larger ammo pools and don't get emptied in a single round), assigning each shot to a person. The people targeted make a reflex save vs a DC of 10 + BAB + dex for half damage and they take a -2 penalty for every 3 shots targeted at them after the first. So someone targeted with 7 shots would have a -4 penalty on their saving throw.
This lets you shoot more shots at wily targets with good saves, like Monks or Rogues, increasing your chance of hitting them at all.
You could also make rules for letting weapons spray down hallways, essentially, as a line AoE. Unlike other line AoEs, like Lightning Bolt or a dragons acid breath, damage is dealt to the first person only, unless he makes his save, at which point the next person in line takes damage. Or if he dies.
So, with the above half-assed mechanic, a riflemen could single-fire shots to get the most damage possible per shot, or he could burst fire to more quickly bring down enemies at the expense of ammo, or he could got full auto to fill an area with bullets if he needed.
Granted, it does make automatic weapons extremely powerful, but... well, they should be. Sure, a greatsword deals more damage per hit, but an automatic weapon can deal a lot more hits in a given time period.
I'm probably going to regret posting this in the morning and wonder what the hell I was thinking as I typed it but... who cares?

Ashiel |
1 person marked this as a favorite. |

Oh yeah tiger is my spirit animal ... actually its my zodiac but yes that and id envision him like shen long from bloody roar ... brawler... well i need to make this character now...
Dude, Shen Long was my dude. He was my favorite guy to play with in Bloody Roar (I love that game soooo much). I used to be pretty good with him. I wouldn't even need to transform to mop the floor with people or the AI, and when I did transform, it meant you were going down.
I really, really, reeeeaaally loved comboing into that move where he goes into a flurry of punches and just crushes. XD

Ashiel |
1 person marked this as a favorite. |

I've never given it any serious thought, but I've often wondered if modern firearms, and future firearms too, shouldn't have some sort of rate of fire mechanic. Like, some abstraction with needing to control the recoil and heat of the weapon as justification or whatever.
Pardon the rambling here, but this is just off the top of my head, so some of it may not be very clear or not be very well thought out. Literally coming up with this as I type.
Basically, a weapon like an M-16 has, say, a rate of fire of 5. This means for every attack you make in a round, you can fire off 5 shots at the target you're aiming at. So if an M-16 dealt 1d6 points of damage, a single burst deals 5d6 damage on a hit. Apply bonuses from having an enhanced weapon/ammo (+3 rifle would deal 5d6+15), but other bonuses, such as from feats or class abilities, only apply once per burst.
Then, for weapons with a fully automatic capability, you could use it to fill an area with bullets by dumping the mag as a standard/major action (if in d20 Legends). Basically, you can fire every shot, up to a weapons maximum limit (weapons like a light machine gun have much larger ammo pools and don't get emptied in a single round), assigning each shot to a person. The people targeted make a reflex save vs a DC of 10 + BAB + dex for half damage and they take a -2 penalty for every 3 shots targeted at them after the first. So someone targeted with 7 shots would have a -4 penalty on their saving throw.
This lets you shoot more shots at wily targets with good saves, like Monks or Rogues, increasing your chance of hitting them at all.
You could also make rules for letting weapons spray down hallways, essentially, as a line AoE. Unlike other line AoEs, like Lightning Bolt or a dragons acid breath, damage is dealt to the first person only, unless he makes his save, at which point the next person in line takes damage. Or if he dies.
So, with the above half-assed mechanic, a riflemen could single-fire shots to get the most damage possible per shot,...
This is actually really insightful (so if you wonder what in the hell you were posting, well, something useful I'd say). I'll definitely have to consider something like this. It really seems to have a lot of potential. Especially since I really would like to make it so that using modern firearms doesn't feel like using glorified crossbows.
EDIT: Skipped the word "doesn't" when talking about crossbows vs firearms.

Tels |
1 person marked this as a favorite. |

Yeah, it's always bugged me that no one has ever seemed to want to tackle the concept of fully automatic weapons in the traditional d20 combat style. This is the only method that I've ever heard of that even remotely resembles real automatic weapons. Of course, the farthest I've ever let that train of thought go in the past was, "automatic weapons have a rate of fire letting them attack multiple times for every normal attack."
I never put any further thought into it, because I've never really intended to use modern firearms in my games. But shows like RWBY have really started to appeal to me, so mixing guns, swords and sorcery has started to grow on me.
Unfortunately, it doesn't really help with the "guns vs. armor" thing. If one wanted to get more accurate, one would needs to give guns an armor penetration mechanic, making it so manufactured armor of less use against guns. I mean, modern armor can absorb a shot or two, as long as they don't hit the same spot, but that's more akin to damage reduction, than armor as we think of it. Modern combat relies more on taking cover, and not getting hit at all, instead of deflecting it.
Also, another thought, when using the burst fire or automatic rules, they might use an 'exploding critical' method. So on a critical hit, only one of the shots that hit is a critical, unless the confirmation role is also a critical threat, which turns another shot into a potential critical, and so on.

Tels |
1 person marked this as a favorite. |

Outlaw Star was always my space-wester-opera-thing of choice. Others preferred Cowboy Bebop, or Trigun, which I enjoyed both of, but Outlaw Star was definitely my favorite. The most memorable episode for me, was when Jim got that date with the girl on the space station, but she never showed up. She had a good reason, but that reason is something Jim will never know, nor likely, want to know.

Ashiel |
1 person marked this as a favorite. |

Outlaw Star was always my space-wester-opera-thing of choice. Others preferred Cowboy Bebop, or Trigun, which I enjoyed both of, but Outlaw Star was definitely my favorite. The most memorable episode for me, was when Jim got that date with the girl on the space station, but she never showed up. She had a good reason, but that reason is something Jim will never know, nor likely, want to know.
(T.T)

Klara Meison |
1 person marked this as a favorite. |

Klara Meison wrote:>Cleaving limbs off of bodies isn't particularly difficult with a sword for example.
Are you quite certain? Bones are very sturdy. I wouldn't go so far as to say it's impossible, but it doesn't seem like it's going to be easy, and probably quite hard when someone is wearing armor.
Well that's kind of the dig really. Armor helps make the impacts more survivable, but in much the same way a butcher can use a meat cleaver to hack through meat and bone, a large sword swung into a direct hit can cause a truly grizzly amount of carnage.
Of course, stuff like chainmail turns what would have been a very lethal and gutspilling blow into a painful slap (humorously, chainmail is still used in some form or another by people as protection against sharks since it can protect from sharks tearing you apart).
But see the following...
Quote:As for firearms, they are different in how the damage arises. It's less about making one big hole(as you might expect with a thrusting sword) and more about the indirect sort of damage-what bone fragments the bullet has created do to your organs, what the pressure wave from the bullet does to your blood, and so on. Add in the fact that most of the fun kinds of bullets are currently banned...Which is why I don't think that it's unfair for firearms to do equivalent amount of damage. Dead is dead basically. Stuff like the varmint grenade wouldn't look pretty used on a person either. Suffice to say, I'd rather not get shot by one of these nor get struck with a good blow from a Scottish claymore or traditional longsword (which are more akin to what D&D thinks of as the "bastard sword" where they usually depict "longswords" as arming swords or somesuch).
Point is, they're both really lethal. When you inflate damage values for certain kinds of weapons, however, you end up with slightly weird probabilities for just exploding people on average damage (such as a...
Oh, I am not saying it's a bad mechanic, I just think it's important to keep in mind why certain mechanics are as they are.
>Granted, it does make automatic weapons extremely powerful, but... well, they should be. Sure, a greatsword deals more damage per hit, but an automatic weapon can deal a lot more hits in a given time period.
It would probably involve a hefty penalty on to-hit rolls, since keeping a weapon on point while firing bursts is very hard. I like the AoE idea though. You could also implement suppressive fire, like what Ashiel had in her Gunslinger thread.

Ashiel |
1 person marked this as a favorite. |

Also, another thought, when using the burst fire or automatic rules, they might use an 'exploding critical' method. So on a critical hit, only one of the shots that hit is a critical, unless the confirmation role is also a critical threat, which turns another shot into a potential critical, and so on.
It wouldn't really be necessary, since in d20-L crits don't multiply they maximize. So if your burst weapon dealt 1d6 base + 2d6 (burst fire) you'd deal 18 damage on a criticial hit.

Tels |

Tels wrote:Also, another thought, when using the burst fire or automatic rules, they might use an 'exploding critical' method. So on a critical hit, only one of the shots that hit is a critical, unless the confirmation role is also a critical threat, which turns another shot into a potential critical, and so on.It wouldn't really be necessary, since in d20-L crits don't multiply they maximize. So if your burst weapon dealt 1d6 base + 2d6 (burst fire) you'd deal 18 damage on a criticial hit.
I was thinking that making the entire thing critical might be a little too much. I believe d20 Legends does away with confirmation rolls right? So instead, a critical would maximize only a single die, but also allow a roll for a second die to be a critical as well.
So you might roll 2 critical hits and deal 12+3d6 points of damage on a 5-shot burst. Because every shot in a burst aimed at the head doesn't necessarily hit the head, or a major artery etc.

Tels |
1 person marked this as a favorite. |

It would probably involve a hefty penalty on to-hit rolls, since keeping a weapon on point while firing bursts is very hard. I like the AoE idea though. You could also implement suppressive fire, like what Ashiel had in her Gunslinger thread.
Good point. I intended to put something like that in there, like a cumulative -2 for every burst you make in a round, but I forgot.

Ashiel |
1 person marked this as a favorite. |

Ashiel wrote:Tels wrote:Also, another thought, when using the burst fire or automatic rules, they might use an 'exploding critical' method. So on a critical hit, only one of the shots that hit is a critical, unless the confirmation role is also a critical threat, which turns another shot into a potential critical, and so on.It wouldn't really be necessary, since in d20-L crits don't multiply they maximize. So if your burst weapon dealt 1d6 base + 2d6 (burst fire) you'd deal 18 damage on a criticial hit.I was thinking that making the entire thing critical might be a little too much. I believe d20 Legends does away with confirmation rolls right? So instead, a critical would maximize only a single die, but also allow a roll for a second die to be a critical as well.
So you might roll 2 critical hits and deal 12+3d6 points of damage on a 5-shot burst. Because every shot in a burst aimed at the head doesn't necessarily hit the head, or a major artery etc.
Oh no, we still have confirmation rolls. It's an important function of armor (people often under estimate the crit-resistance that a higher AC provides). In fact, with some options you'll be able to chain things into critical hits (using the confirmation roll for something else entirely) if you want to trade away the potential damage (such as threatening a critical hit and getting to use the confirmation roll as a sudden combat maneuver check or something).

Ashiel |
2 people marked this as a favorite. |

What tabletop RPGs in particular and boardgames in general have you played in your life?
TTRPGS
DeadlandsToon
Legend of the Five Rings
Shadowrun
Vampire the Masquerade
Mutants and Masterminds
Dungeons & Dragons (2E, 3E, 4E, 5E)
D20 Modern
Star Wars D20-Revised
Big Eyes Small Mouth d20
Starship Troopers d20
Also played a homebrew system or two, with the ones I remember the most being a pokemon RPG I threw together on vacation one time so my friend, brother, and I could play an RPG and we were all pretty psyched about pokemon 'cause we had just got Diamond & Pearl. It was rough and dirty but we had fun.
Another time on vacation, I didn't bring any RPG stuff (just some notebooks and pencils, no dice and stuff) and my brother had a bunch of star wars toys, and it ended up raining a lot and we got the itch for an RPG. So to my parents' surprise, I grabbed some of the quarter rolls we had for playing arcade machines and scribbled up a basic RPG system for us to play with some quarters.
The system worked similar to games where you roll for successes to succeed at tasks. So if you were trying to jump something, you needed a certain number of successes based on the distance. Opposed checks were opposed coin flips. Having higher marks in things meant you got more coins to flip.
Boardgames
Chess
Checkers
Sorry
Earthquake
Aladdin
Chutes & Ladders
Uncle Wiggily's
Clue
Tic Tac Toe
Hide & Seek
Monopoly
Blurt
Operation
Connect Four
Risk
What Would Jesus Do (this is actually a thing)
Scrabble
Battleship
Scene It (prefer the Disney & Marvel versions)
Chapass Games: The Great Brain Robbery
Chapass Games: Bitin' off Heads
Chapass Games: The Great Chariot Race
Probably some others I can't remember.

Icehawk |
1 person marked this as a favorite. |

What tabletop RPGs in particular and boardgames in general have you played in your life?
TTRPGS
Dnd (3e, 4e, 5e)
Pathfinder
Call of Cthulu
Mutants and Masterminds
Vampire the Masquerade
Apocalypse World
D20 Modern
Hc Svnt Draconis (Here There Be Dragons)
Dark Gate
Don't Rest Your Head
Board Games
Chess
Checkers
Sorry
Monopoly
Battleship
Snakes and Ladders
Connect Four
Risk
Scrabble
Tic Tac Toe
Clue
13 Dead End Drive
Hungry Hungry Hippos
Zombicide
Arkham Horror
Payday
Chinese Checkers

Ashiel |
1 person marked this as a favorite. |

I can't believe I forgot Scrabble, Chinese Checkers, Hungry Hungry Hippos, and Payday. D:
OH! And and The Farming Game. This game is legit.

Ashiel |
2 people marked this as a favorite. |

It's about as much of a card game as Tic Tac Toe is a board game, in my opinion. You can't really play it without a table, and you hardly need a table for tic-tac-toe. But let's add card games to the question too.
That adds a lot of stuff.
Lots of traditional card games (as in with aces through kings).
Magic the Gathering
Pokemon
Yu-Gi-Oh
Lunch Money
Uno
Cards Against Humanity
Apples to Apples
Munchkin
An old werewolf game by white wolf I forget the name to (might have just been the Werewolf TCG)
Animayhem (I miss this game XD)
A bunch of other stuff I'm sure I'm forgetting (I just crawled out of bed and I can't think super clearly right now).

Vidmaster7 |
1 person marked this as a favorite. |

I'm a Bakuryu man m'self, but I can kick some serious ass with Shen Long if necessary :P
why isn't there a were-mole yet in pathfinder?

Ashiel |
1 person marked this as a favorite. |

Kryzbyn wrote:I'm a Bakuryu man m'self, but I can kick some serious ass with Shen Long if necessary :Pwhy isn't there a were-mole yet in pathfinder?
All we need is stats for a mole (could probably use the brain mole as a base) and make a werebeastie out of it.

Klara Meison |
1 person marked this as a favorite. |

Klara Meison wrote:What tabletop RPGs in particular and boardgames in general have you played in your life?TTRPGS
Deadlands
Toon
Legend of the Five Rings
Shadowrun
Vampire the Masquerade
Mutants and Masterminds
Dungeons & Dragons (2E, 3E, 4E, 5E)
D20 Modern
Star Wars D20-Revised
Big Eyes Small Mouth d20
Starship Troopers d20Also played a homebrew system or two, with the ones I remember the most being a pokemon RPG I threw together on vacation one time so my friend, brother, and I could play an RPG and we were all pretty psyched about pokemon 'cause we had just got Diamond & Pearl. It was rough and dirty but we had fun.
Another time on vacation, I didn't bring any RPG stuff (just some notebooks and pencils, no dice and stuff) and my brother had a bunch of star wars toys, and it ended up raining a lot and we got the itch for an RPG. So to my parents' surprise, I grabbed some of the quarter rolls we had for playing arcade machines and scribbled up a basic RPG system for us to play with some quarters.
The system worked similar to games where you roll for successes to succeed at tasks. So if you were trying to jump something, you needed a certain number of successes based on the distance. Opposed checks were opposed coin flips. Having higher marks in things meant you got more coins to flip.
Boardgames
Chess
Checkers
Sorry
Earthquake
Aladdin
Chutes & Ladders
Uncle Wiggily's
Clue
Tic Tac Toe
Hide & Seek
Monopoly
Blurt
Operation
Connect Four
Risk
What Would Jesus Do (this is actually a thing)
Scrabble
Battleship
Scene It (prefer the Disney & Marvel versions)
Chapass Games: The Great Brain Robbery
Chapass Games: Bitin' off Heads
Chapass Games: The Great Chariot RaceProbably some others I can't remember.
>Dungeons & Dragons (2E, 3E, 4E, 5E)
So I see you haven't played 1E or ADnD. Any particular reason for that or is it just that you've never had an occasion to do so?