| Post/Author/DateTime | Post |
|---|---|
| ShinoAburame09-15-07, 10:39 PM | http://www.futuremusic.com/news/images/halo2contest.jpg I deffinitely wanna' do it. Cause Halo has instantly become my favorite game! Rather then occupations, differant "colors" (as in multiplayer when you choose a color) represent your occupation as a fleet commando. I'll get to that later. Right now and probably the most important part is weapons. Rather then differant profficientcy categories. You take individual feats for weapons Just Weapon-*Name weapon here*. M9 HE-DP Gernade Range: 10+ft per strength modifier (but no less then 10ft) Damage: 2d12 splash damage. Critical: 20 Multiplyer: x4 Weight: 1lb. Purchase DC: 25 M6D Pistol Range: 50ft Damage: 2d8 Critical: 20 Multiplyer: x3 Weight: 6lbs Maximum Bullet Capacity: 6 Purchase DC: 12 M6D Clip. Weight: 1lb. Purchase DC: 8 MA5B Assault Rifle --Two Handed Weapon Ranage: 40ft Damage: 2d6* Critical: 20 Multiplyer: x2 Weight: 11lbs. Maximum Bullet Capacity: 30 Purchase DC: 13 *The MA58 has "bursting" effect that allows you to shoot more then one bullet at a time, each additional bullet only deals 1d6 damage and has the same atk amount as the original shot (do not apply critical hits to bursting) You may only shoot an extra number of bullets equal to your wisdom modifier (but no less then 1) MA58 Clip: Weight: 2lbs. Purchase DC: 6 M90 Shotgun --Two Handed Weapon Range: 20ft Damage: 1d12* Critical: 18-20 Multiplyer: x2 Weight: 11lbs. Maximum Bullet Capacity: 8 Purchase DC: 14 *Even if a foe survives the innitial attack, they must make a reflex saving throw equal to your charisma score or become prone. (Dropping all weapons in-hand) M90 Clip: Weight: 4lbs. Purchase DC: 7 S2 AM Sniper Rifle* Range: 70ft Damage: 2d10 Critical: 19-20 Multiplyer: x2 Weight: 7lbs. Maximum Bullet Capacity: 3 Purchase DC: 18 *The Sniper Rifle has a scope that grants a night-vision goggle effect that allows you to attack in pitch black darkness. S2 AM Clip Weight: 4lbs Purchase DC: 6 M19 SSM Rocket Launcher Range: 20ft Damage: 2d8 Critical: 19-20 Multiplyer: x3 Weight: 12lbs. Maximum Rocket Capacity: 5 Purchase DC: 14 M19 Rocket Clip Weight: 6lbs Purchase DC: 8 Flame Thrower --Two Handed Weapon Ranage: 10ft Damage: 3d4 Critical: 20 Multiplyer: x2 Weight: 8lbs Maximum Ignition: 4 Purchase DC: 13 Flame Thrower Ignition Bottle Weight: 4lbs Purchase DC: 4 Plasma Rifle* --Two Handed Weapon Ranage: 40ft Damage: 3d8 Critical: 20 Multiplyer: x2 Weight: 11lbs Plasma Charges: 14 Purchase DC: 14 *Everytime this weapon is used you must make a charisma check of 18 (think of it as a goodluck check), if you fail, the plasma rifle overheats upon use, and you must then make a reflex saving throw DC 12 or take 1d4 fire damage and drop the plasma rifle. Plasma Rifle Battery: Weight: 3lbs Purchase DC: 5 Plasma Pistol* Range: 20ft Damage: 1d8 Critical: 20 Multiplyer: x2 Weight: 4lbs Plasma Charges: 5 Purchase DC: 11 *Rather then shoot it as a semi-automatic, you may keep your finger on the trigger and "charge" the plasma pistol to buildup a shot, for every round you charge it, it deals an additional +1d8 damage and deals splash damage. You may only charge it a number of rounds equal to your wisdom modifier (but no less then 1). Plasma Pistol Battery: Weight: 2lbs Purchase DC: 4 Needler Ranage: 30ft Damage: 2d4 Critical: 20 Multiplyer: x2 Weight: 3lbs Needle Capacity: 11 Purchase DC: 7 Needle Crystal: Weight: 1lb Purchase DC: 3 Plasma Gernade*: Range: 10ft per str modifier (but no less then 10ft) Damage: 4d6 Critical: 20 Multiplyer: x2 Purchase DC: 18 *Rather then immideatly do damage, the plasma gernade may at your will stick to a foe and be triggerd with 1d4 rounds. The Plasma Gernade can only "stick" to living, sentinent creatures. Fuel Rod Gun: Range: 30ft Damage: 1d12 Critical: 19-20 Multiplyer: x2 Weight: 3lbs Fuel Capacity: 10 Purchase DC: 11 Fuel Rod: Weight: 1lb Purchase DC: 7 Improvised Weapon: You may choose this as your weapon feat as well. Any weapon can be used as an improvised weapon, is dealt as melee bludgeoning, and deals 1d4+str mod in damage. Critical: 20. Multiplyer: x2. Unarmed Attack: As before. Weapon Proficientcy Bonus: You gain a bonus number of profficientcies with a single weapon equal to your intelligence and wisdom modifiers at character creation. (But no less then 1) Action Points: You gain a bonus number of action points equal to your charisma modifier at character creation. (But no less then 1) |
| Mortavier Shadewalk09-16-07, 02:17 AM | I created a number of Covenant vehicals with the Mecha D20 rules. I can post them if you'd like. As for the weapon proficiencies, I think it might be a good idea to make them into different proficiencies split between the UNSC and the Covenent (as in Weapon Proficiancy (UNSC light) and Weapon Proficiency (Covenant Heavy). Otherwise no one will be able to spend feats on anything else if they want to be able to wield more than two or so different weapons. (I'm assumeing we'll be seeing the Halo 3 weaponry after the game comes out.) |
| MarkerMage09-16-07, 05:36 PM | Are you going to be sure to make rules for the energy shield or whatever it was called? If I recall correctly, most energy-based weapons tended to do more damage to the energy shield than the actual body, while weapons that fired bullets tended to do less damage to the energy shield but more damage to the actual body. Any chance of us seeing some rules for energy based Covenant weapons tendency to overheat if fired too rapidly or charged all the way to full? |
| ShinoAburame09-16-07, 05:59 PM | Any chance of us seeing some rules for energy based Covenant weapons tendency to overheat if fired too rapidly or charged all the way to full? EDIT: You must be talking about another weapon as I already did the plasma rifle. I only have the first halo so I havn't seen any other weapons overheat yet. I should wikipedia that. |
| ShinoAburame09-16-07, 06:07 PM | As for the weapon proficiencies, I think it might be a good idea to make them into different proficiencies split between the UNSC and the Covenent (as in Weapon Proficiancy (UNSC light) and Weapon Proficiency (Covenant Heavy). Otherwise no one will be able to spend feats on anything else if they want to be able to wield more than two or so different weapons. I hadn't noticed that, and you're right. So I edited the rules a bit you notice. The more intelligent and wise you are, the more weapons you know how to wield. Charisma also now boosts action point reserve. (Which you're going to need) |
| wolf_fighter09-16-07, 08:40 PM | Quick thing, the capacities for the human weapons are compleatly wrong, why? Also you can go to www.halo.wikia.com for the weapons and stat them from there. |
| MarkerMage09-16-07, 09:24 PM | EDIT: You must be talking about another weapon as I already did the plasma rifle. I only have the first halo so I havn't seen any other weapons overheat yet. I should wikipedia that. Oh, sorry, I had only noticed the plasma pistol. From what I remember though, the plasma pistol could overheat too and it would do so if charged up completely. I have no idea why a person's wisdom modifier alters how their gun works. I'm pretty sure that a person's experience doesn't do much to change how fast a gun fires while the trigger is held down. And how does one's force of personality influence the power of a shotgun? Does saying a one liner enchant the shotgun? Does the gun's wielder go all Jedi and force pushes the guy to the ground? And as for wisdom modifying the amount a plasma pistol can charge up... I'm sure that eventually, the gun would have to overload eventually. So the way you have some things described, it seems kinda like a mix of The Matrix and Star Wars with a Halo theme to it. Things should be simple enough to fix though. Give the shotgun a specific DC to avoid falling prone instead of one supplied by the character wielding it. For the plasma rifle, I would suggest having a certain number of shots that could be fired without it overheating and a maximum number of shots that could be fired in a single round that would cause the weapon to overheat. As for the plasma pistol, give it a number of shots that would cause it to overheat and give it the ability to be charged up for a single round to do extra damage. If a character has extra attacks, they might be able to substitute an extra attack to charge it up by whatever percentage of their full attack it takes up (if they can make 3 attacks but use 1 of those attacks charing the pistol, the pistol would do 1/3 of the damage of a fully charged shot). I hope this helps. |
| Mortavier Shadewalk09-18-07, 11:12 AM | I'm going to go ahead and post the covenant vehicals I've statted out. I used the Guardians of Order D20 Mecha rules (http://www.guardiansorder.com/games/d20/srd/#mecha). They work well for mecha on mecha, although mecha on foot soldier can be a little abstract. The following assumes an elite pilot with a Dexterity of 12 or 13- Covenant Ghost (Elite Pilot) Type: Vehicle Class: Fast Attack Skimmer Size: Large (5 ft. tall, 9 ft. long, ¾ ton) Hit Points: 25 Occupants: 1/- Cargo: - Armor: 6 Defense: 10 (9 + pilot’s Dex bonus) Strength: - Speed: Air Speed- 30 mph (265 ft./round full, 65 ft./round tactical), ceiling- 5 ft., booster- 50 mph (440 ft./round) Handling: +2/+3 Special Abilities: Booster (1 hour), Headlights, Stabilization Gear, Tactical Radio Exotic Abilities: - Defects: Hovercraft, Noisy, Open, Volatile Weaponry: Twin-Linked Plasma Cannon Damage: 2d10 Critical: 20 Type: Plasma Increment: 100 ft. Rate of Fire: A Magazine: Unlimited Ammo Size: - Cost: 88 Notes: Automatic (x2), Unlimited Shots; Fixed Arc of Fire (Fr) Required Feats or Skills: - Cost: 225 mecha points ---------- Covenant Banshee (Elite Pilot) Type: Vehicle Class: Short-Range Attack Fighter Size: Large (8 ft. tall, 9 ft. long, 2 tons) Hit Points: 30 Occupants: 1/- Cargo: - Armor: 7 Defense: 10 (9 + pilot’s Dex bonus) Strength: - Speed: Air Speed- 50 mph (440 ft./round full, 110 ft./round tactical), ceiling- 15,000 ft., booster- 80 mph (705 ft./round) Handling: +2/+3 Special Abilities: Booster (1 hour), Electronic Emission Sensor, Sensors (Infrared [global, 1 mile], Optics [2 miles]) Stabilization Gear, Tactical Radio Exotic Abilities: - Defects: Noisy, Stall Speed (10 mph), Volatile Weaponry: Twin-Linked Plasma Cannon Damage: 2d10 Critical: 20 Type: Plasma Increment: 100 ft. Rate of Fire: A Magazine: Unlimited Ammo Size: - Cost: 88 Notes: Automatic (x2), Unlimited Shots; Fixed Arc of Fire (Fr) Fuel Rod Cannon Damage: 3d10 Critical: 20 Type: Plasma Increment: 25 ft. Rate of Fire: 1 Magazine: Unlimited Ammo Size: - Cost: 33 Notes: Blast, Unlimited Shots; Fixed Arc of Fire (Fr), Short Range (x2), Slow Firing Required Feats or Skills: Pilot 5 ranks Cost: 256 mecha points ---------- Covenant Wraith Type: Vehicle Class: Heavy Attack Skimmer Size: Huge (12 ft. tall, 15 ft. long, 10 tons) Hit Points: 50 Occupants: 2/- Cargo: - Armor: 20 Defense: 9 (8 + pilot’s Dex bonus) Strength: - Speed: Air Speed- 20 mph (175 ft./round full, 45 ft./round tactical); Ceiling- 5 ft. Booster- 30 mph (265 ft., 1 round every 5 rounds) Handling: -2/+0 Special Abilities: Booster, Inertial Navigation System, Infrared (1 mile, global), Life Support, Optics (½ mile), Radar Warning Receiver, Stabilization Gear, Tactical Radio Exotic Abilities: - Defects: Hovercraft, Noisy, Volatile Weaponry: Plasma Arc Damage: 5d10 Critical: 20 Type: Plasma Increment: 250 ft. Rate of Fire: 1 Magazine: Unlimited Ammo Size: - Cost: 165 Notes: Blast, Indirect Fire, Unlimited Shots; Fixed Arc of Fire (Fr), Slow Firing Twin-Linked Plasma Cannon Damage: 2d10 Critical: 20 Type: Plasma Increment: 100 ft. Rate of Fire: A Magazine: Unlimited Ammo Size: - Cost: 88 Notes: Automatic (x2), Unlimited Shots; Fixed Arc of Fire (Fr) Required Feats or Skills: Pilot- 5 ranks, Computer Use- 5 ranks Cost: 340 mecha points ---------- Covenant Phantom (Elite Pilot, Elite Gunner) Type: Vehicle Class: Interplanetary Drop Ship Size: Gargantuan (15 ft. tall, 35 ft. long, 50 tons) Hit Points: 100 Occupants: 2/10 Cargo: 2 tons Armor: 25 Defense: 7 (6 + pilot’s Dex bonus) Strength: - Speed: Air Speed- 100 mph (880 ft./round full, 220 ft./round tactical), ceiling- 80,000 ft.; Space- thrust- 2G (2,000 ft./round), G-rounds- 100, Delta-V- 11,365 mph (100,000 ft./round) Handling: -4/-2 Special Abilities: Electromagnetic Armor, Electronic Emission Sensor, GPS, Infrared (5 miles, global) Ladar Warning Receiver, Life Support, Magnetic Sensor (2 miles, global), Microwave Com, Optics (10 miles), Re-entry Shield, Stabilization Gear, Tactical Radio (scanner, secure), Targeting Bonus (+2) Exotic Abilities: - Defects: Noisy, Start-up Time (1 minute) Weaponry: Plasma Cannon (x3) Damage: 2d10 Critical: 20 Type: Plasma Increment: 100 ft. Rate of Fire: S Magazine: Unlimited Ammo Size: - Cost: 110 Notes: Semi-automatic, Unlimited Shots Required Feats or Skills (pilot only): Pilot 10 ranks, Use Computer 5 ranks Cost: 1,607 mecha points ---------- Scarab Tank (2 Elite Pilots, 2 Elite Gunners) Type: Giant Robot Class: Super-Heavy Walking Tank Size: Colossal (50 ft. tall, 75 ft. long, 420 tons) Hit Points: 150 Occupants: 4/30 Cargo: 4 tons Armor: 30 Defense: 10 (-8 size, +7 force shielding, + pilot’s Dex bonus) Strength: 80 (+35) Speed: Land Speed- 25 mph (220 ft./round full, 55 ft./round tactical) Handling: -8/-8 Special Abilities: Electromagnetic Armor, Inertial Navigation System, Infrared (2 miles), Ladar (2 miles, global), Ladar Warning Receiver, Life Support (requires lockdown), Microwave Com (Interplanetary, Secure), Optics (3 miles), Radar Warning Receiver, Radio Jammer (3,000 ft.) Exotic Abilities: - Defects: High Ground Pressure, Noisy, No Hands, Start-up Time (10 minutes) Weaponry: Fusion Cannon Damage: 15d20 Critical: 20 Type: Plasma Increment: 1,500 ft. Rate of Fire: 1 (once every 5 rounds) Magazine: Unlimited Ammo Size: - Cost: 237 Notes: Blast (x3), Stream, Unlimited Shots; Fixed Arc of Fire (Fr), Slow Firing (x5), Static Required Feats or Skills (pilots only): Pilot- 10 ranks, Computer Use- 5 ranks Cost: 1,046 mecha points |
| ieattrollsforbreakfast09-26-07, 08:16 AM | An extensive conversion of Halo already exists here: http://forums.gleemax.com/showthread.php?t=547232 It doesn't cover everything, of course, and has no Halo 3 material, but its pretty good. |
| Thomar_of_Uointer10-03-07, 10:10 PM | Sorry, I'm going to rip these to shreds with constructive criticism now, okay? I'm using D20 Modern as a baseline since that's the standard for modern/futuristic settings. http://wizards.com/default.asp?x=d20/article/msrd First off, you're using a nonstandard set of statistics for all of your weapons, which means I have no idea what's dual-wieldable or not (an unpardonable sin). You also lack a comprehensive understanding of the D20 Modern firearm rules (semi-auto and automatic, for starters). M9 HE-DP Gernade Range: 10+ft per strength modifier (but no less then 10ft) Damage: 2d12 splash damage. Critical: 20 Multiplyer: x4 Weight: 1lb. Purchase DC: 25 D20 Modern already has grenades, use those. Also, what's with the Strength modifier thing? I thought 5 range increments was the standard, I should be . You also have specified no radius for the burst, and I think that 10' plus 10' times your Strength modifier for a grenade would be fatal to anyone who can't bench press more than 150 pounds. Or did you mean the range increment? Because there's no way grenades are that aerodynamic. M6D Pistol Range: 50ft Damage: 2d8 Critical: 20 Multiplyer: x3 Weight: 6lbs Maximum Bullet Capacity: 6 Purchase DC: 12 M6D Clip. Weight: 1lb. Purchase DC: 8 The only ranged weapon in the core D20 Modern rules that has a critical modifier besides 20/x2 is the crossbow, at 19-20/x2. x3 is usually reserved for things like spears and arrows (i.e., the spiker), not bullets. Also, 2d8 is very powerful for a handgun (assuming this is Small-sized and dual-wieldable), but I'll let it slide if you're doing the Halo: Combat Evolved pistol, but the purchase DC is too low. The Falcon .45 from D20 Future only deals 2d6 damage, and this weapon is superior in every way besides its ammo capacity. This thing's purchase DC is around 25. MA5B Assault Rifle --Two Handed Weapon Ranage: 40ft Damage: 2d6* Critical: 20 Multiplyer: x2 Weight: 11lbs. Maximum Bullet Capacity: 30 Purchase DC: 13 *The MA58 has "bursting" effect that allows you to shoot more then one bullet at a time, each additional bullet only deals 1d6 damage and has the same atk amount as the original shot (do not apply critical hits to bursting) You may only shoot an extra number of bullets equal to your wisdom modifier (but no less then 1) MA58 Clip: Weight: 2lbs. Purchase DC: 6 The MA5B is an automatic weapon. D20 Modern already has a comprehensive ruleset (and feat chains) for that sort of thing. And what's with the Wisdom modifier deal, Dexterity makes no sense, and it doesn't make much sense. M90 Shotgun --Two Handed Weapon Range: 20ft Damage: 1d12* Critical: 18-20 Multiplyer: x2 Weight: 11lbs. Maximum Bullet Capacity: 8 Purchase DC: 14 *Even if a foe survives the innitial attack, they must make a reflex saving throw equal to your charisma score or become prone. (Dropping all weapons in-hand) M90 Clip: Weight: 4lbs. Purchase DC: 7 D20 Modern already has a shotgun, and it matches the Halo shotgun better than yours. S2 AM Sniper Rifle* Range: 70ft Damage: 2d10 Critical: 19-20 Multiplyer: x2 Weight: 7lbs. Maximum Bullet Capacity: 3 Purchase DC: 18 *The Sniper Rifle has a scope that grants a night-vision goggle effect that allows you to attack in pitch black darkness. S2 AM Clip Weight: 4lbs Purchase DC: 6 Odd, D20 Future doesn't have a night-vision scope. Anyways, your range increment is too low, 120' is a standard for sniper rifles. And I'm not going to repeat what I said about criticals, sniper rifles rely on massive damage thresholds to kill, not critical hits. Also, four bullets per clip. M19 SSM Rocket Launcher Range: 20ft Damage: 2d8 Critical: 19-20 Multiplyer: x3 Weight: 12lbs. Maximum Rocket Capacity: 5 Purchase DC: 14 M19 Rocket Clip Weight: 6lbs Purchase DC: 8 Two. Two rockets! Also, rocket launchers in D20 Modern act more like special attacks than weapons. And it would've been nice to see the homing rockets... Flame Thrower --Two Handed Weapon Ranage: 10ft Damage: 3d4 Critical: 20 Multiplyer: x2 Weight: 8lbs Maximum Ignition: 4 Purchase DC: 13 Flame Thrower Ignition Bottle Weight: 4lbs Purchase DC: 4 Use the D20 Modern version. Plasma Rifle* --Two Handed Weapon Ranage: 40ft Damage: 3d8 Critical: 20 Multiplyer: x2 Weight: 11lbs Plasma Charges: 14 Purchase DC: 14 *Everytime this weapon is used you must make a charisma check of 18 (think of it as a goodluck check), if you fail, the plasma rifle overheats upon use, and you must then make a reflex saving throw DC 12 or take 1d4 fire damage and drop the plasma rifle. Plasma Rifle Battery: Weight: 3lbs Purchase DC: 5 I'd say Covenant plasma weapons overheat if you make a full attack, but that's just me being elegant. Also, Covenant weapons are disposable, you throw them away when they're out. This isn't the Zeus Gun. Anyways, the damage is a bit high (the one-handed plasma weapon in D20 Future only deals 2d10), and it's way too cheap for a weapon that forces massive damage saves on every other hit. It's also one-handed. Plasma Pistol* Range: 20ft Damage: 1d8 Critical: 20 Multiplyer: x2 Weight: 4lbs Plasma Charges: 5 Purchase DC: 11 *Rather then shoot it as a semi-automatic, you may keep your finger on the trigger and "charge" the plasma pistol to buildup a shot, for every round you charge it, it deals an additional +1d8 damage and deals splash damage. You may only charge it a number of rounds equal to your wisdom modifier (but no less then 1). Plasma Pistol Battery: Weight: 2lbs Purchase DC: 4 Look at the variable charge gadget from D20 Future. Next! Needler Ranage: 30ft Damage: 2d4 Critical: 20 Multiplyer: x2 Weight: 3lbs Needle Capacity: 11 Purchase DC: 7 Needle Crystal: Weight: 1lb Purchase DC: 3 Mmm... No. I'd say that every consecutive hit in a round deals an additional 1d4 damage. Also, why 11 needles, and why are crystals purchased individually? Plasma Gernade*: Range: 10ft per str modifier (but no less then 10ft) Damage: 4d6 Critical: 20 Multiplyer: x2 Purchase DC: 18 *Rather then immideatly do damage, the plasma gernade may at your will stick to a foe and be triggerd with 1d4 rounds. The Plasma Gernade can only "stick" to living, sentinent creatures. Please, look up Explosives and Splash weapons in D20 Modern. You should only be able to stick on a successful touch attack against your target, and doing so should prevent the target from making a Reflex save. Also, why does it deal only as much damage as a normal grenade? Fuel Rod Gun: Range: 30ft Damage: 1d12 Critical: 19-20 Multiplyer: x2 Weight: 3lbs Fuel Capacity: 10 Purchase DC: 11 Fuel Rod: Weight: 1lb Purchase DC: 7 Improvised Weapon: You may choose this as your weapon feat as well. Any weapon can be used as an improvised weapon, is dealt as melee bludgeoning, and deals 1d4+str mod in damage. Critical: 20. Multiplyer: x2. Unarmed Attack: As before. Weapon Proficientcy Bonus: You gain a bonus number of profficientcies with a single weapon equal to your intelligence and wisdom modifiers at character creation. (But no less then 1) Action Points: You gain a bonus number of action points equal to your charisma modifier at character creation. (But no less then 1) Improvised Weapon deals less damage than current improvised weapons (at least with things like rocket launchers and fuel rod guns, assuming they're Large), and you can already use anything as an improvised weapon. Okay, using Charisma as luck (in the form of using it to modify action points per level) is a good way to balance out a combat-heavy game like Halo. I'd actually do it without a feat just for that reason. And... What the heck is the "Weapon Proficientcy Bonus" supposed to do? |
| ShinoAburame10-04-07, 04:52 AM | All things I will consider. But you misunderstood me here. Mmm... No. I'd say that every consecutive hit in a round deals an additional 1d4 damage. Also, why 11 needles, and why are crystals purchased individually? You don't, it's to buy a crystal pack I guess you could call it. Eleven needles. |
| Xper_Iance10-08-07, 01:25 AM | look, I've never seen d20 modern, but wouldn't it make sense for weapons and skills to be done this way. Weapons Proficiency: UNSC Common (M6D, M6G, M6C, SMG, Assault Riffle, Battle Rifle, Shotgun, Frag Grenade.) UNSC Specialist (Rocket Launcher, Long Riffle, Spartan Laser, Flamethrower.) Covenant Common (Plasma Pistol, (Brute and Normal) Plasma Riffle, Needler, Carbine, Plasma Grenade.) Covenant Specialist (Fuel Rod Gun, Beam Riffle, Plasma Sword.) Brute Weapons (Brute Shot, Mauler, Spiker, Gravity Hammer, Spike Grenade, Firebomb Grenade.) with races getting their common weapons and the classes giving access to higher level weapons, or in the brute case, another weapon tier. (like say your a rocket expert as a class, you'll get the rocket proficiency for free, but not the rest of the specialist weapons.) You could take feats per weapon in other tiers to get rid of the -4. Then in addition you could spend skill points toward weapon expertise and make it so that 5 is a +1 (or +2) on attack rolls with it. The rest of the skills could be compiled into groups such as the athletic (jump, swim, tumble, and climb) and stealth (move silently, hide, sleight of hand, ect.) because what soldier only learns to jump well? that way it's a more realistic approach to real life and an easy way to avoid the problem of not actually having masterwork or magic weapons in the game. |
| Thomar_of_Uointer10-08-07, 11:02 AM | look, I've never seen d20 modern, but wouldn't it make sense for weapons and skills to be done this way. Weapons Proficiency: UNSC Common (M6D, M6G, M6C, SMG, Assault Riffle, Battle Rifle, Shotgun, Frag Grenade.) UNSC Specialist (Rocket Launcher, Long Riffle, Spartan Laser, Flamethrower.) Covenant Common (Plasma Pistol, (Brute and Normal) Plasma Riffle, Needler, Carbine, Plasma Grenade.) Covenant Specialist (Fuel Rod Gun, Beam Riffle, Plasma Sword.) Brute Weapons (Brute Shot, Mauler, Spiker, Gravity Hammer, Spike Grenade, Firebomb Grenade.) with races getting their common weapons and the classes giving access to higher level weapons, or in the brute case, another weapon tier. (like say your a rocket expert as a class, you'll get the rocket proficiency for free, but not the rest of the specialist weapons.) You could take feats per weapon in other tiers to get rid of the -4. Then in addition you could spend skill points toward weapon expertise and make it so that 5 is a +1 (or +2) on attack rolls with it. The rest of the skills could be compiled into groups such as the athletic (jump, swim, tumble, and climb) and stealth (move silently, hide, sleight of hand, ect.) because what soldier only learns to jump well? that way it's a more realistic approach to real life and an easy way to avoid the problem of not actually having masterwork or magic weapons in the game. I'm going to have to disagree with making weaponry skill-based. Skills are meant to diversify characters in their non-combat roles, and letting characters spend skill points to be better at combat goes a ways towards defeating that. D20 Modern has Personal Firearms Proficiency (basic handguns), Advanced Firearms Proficiency (automatic weapons and rifles), Exotic Firearms Proficiency (one weapon each time, such as shotgun, flamethrower, rocket launcher, etc.), and, in D20 Future, Alien Firearms Proficiency (self-explanatory, the way I interpret it is that alien weapons also fall under the other weapon categories, and the nonproficiency penalties stack, so someone good with a rocket launcher won't have too many problems with a fuel rod cannon or brute shot grenade launcher). Having to take feats to use a small class of weapons greatly diversifies characters and makes the way each character approaches combat unique. And, if you've read the books, it's emphasized that each Spartan is a specialist, despite their extensive general combat training. There are Spartan snipers, Spartan demolitions experts, and Spartan stealth experts. Even though all of them are better than an average marine in all respects, they each stand out from other Spartans with their unique talents (simply represented in D20 rules by having a minimum BAB of +10). Master Chief was singular in being the only Spartan who didn't really have a unique talent besides never being able to fail a mission (luck, or gobs and gobs of action points), which makes perfect sense in the context of a video game where the player's skills determine how he plays. D20 Modern allows for that sort of specialization through the way it does skills and feats, and I would hesitate to modify it just for the sake of making your Halo D20 rules "different". |
| Xper_Iance10-08-07, 04:32 PM | that's alright, but I have some things to say about that. How is a shotgun exotic? it's unrealistic as the thing was basically made for people to not have to worry about aiming. Most guns do not require special training, the ones that do are high-risk or high-skill such as with rocket launchers (very dangerous) and snipers (your first shot has to count) as for similar alien weapons being easy to use. I'd say no. They work different to produce the same effect. Fuel Rod cannons are not rockets, they are almost mortar like. So you have to learn how to use it correctly. As for skills, I was just suggesting it as it seemed logical that as you use a weapon more you get better with that specific one. (not all as with BAB) But I get where your coming from that they are meant to diversify. anyway, it looks I have problems with realism of the d20 modern system so I'm going to stop now. |