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| #1beowulfthehunterSep 15, 2009 22:19:18 | So here is the premise, the characters are transported to an alt-reality of a FR world when the spell plague hit. The world is a mirror of our own, however the only race is Human (this is an all demi-human party BTW). They come to in the arena of a Ren Fair. Half way through the combat they realize something is wrong. This leads to an encounter with the police who do not want to kill them and resort to fighting with stun guns and batons. I plan to treat the stun gun as so Stun Gun (standard...recharge 5 or 6) +8 vs. Reflex 1d6+4 Lighting damage and the target is stunned until the end of the model's next turn. It takes a standard action to remove the barbs. Minor...maintain stun 1d6+3 and stunned, until the end of the model's next turn. Baton....as club Handgun....15/30 +7 vs. Reflex 3d8+4 Shotgun range 10 burst 1 +7 vs. Reflex 2d8+4
Do you think this si too powerful I plan to keep the heroes on this world for only a turn and I plan to reighn in on how much they take back, but I think it will be a fun side line. What other stats/ideas would you have for a modern 4th ed game? |
| #2GhostofManSep 15, 2009 23:46:02 | For the stungun, I'd do something where it stuns, then save. Sucessful save=unstun, failed = unconscious, kinda like the sleep spell. For the firearms the damages do seem high. Have you tried converting over D20 moderns weapon stats and seeing how they work? I know that with high starting hp and healing surges their damages (which ranged from 2d6 for pistols to 2d8 for rifles and finally 2d10 for hevay weapons IIRC) might not be high enough anymore, but then again, the whole point of the higher hp and surges was to keep the players alive and playing so maybe it'll balance out.... |