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| #1akodoApr 11, 2008 19:47:59 | Okay, truth be told, I haven't run or played any modern games in a few years, been mostly doing regular DnD as that is what most of the guys in my group prefer. Still, back in the day, this is the damage we ran. Gun battles can get messy FAST, and no need for 15 year old japanese schoolgirls running around with 50 BMG rifles and dual-weilding micro-uzis. 2d6 = 9mm 2d6+1 = 40 S&W, 357 sig, 45GAP, 44 special 2d6+2 = 45acp, 45 colt (in both of these the hot stuff) 2d8 = 357 magnum 2d8+1 = 41 magnum, 10mm, etc 2d8+2 = 44 mag, 50 AE and the like. 7.62x39 (AK ammo) = 3d6 5.56 NATO (M-16 ammo) = 2d10 7.62 NATO, 30-06, 270 etc = 3d8 notes: 2d6+2 and 2d8 have the same average damage, the wide 45 gets more consistant damage, while the 357 hollowpoints can expand wonderfully or if you roll 2 for damage, the hollowpoing got jamed with shirt fabric and failed to expand Some rounds I was always moving up or down one catagory. Like 44 mag, if the characters want to bring in 454 casul, then slide the 44 mag down with the 41 mag, and have 454 at the 2d8+2 spot I also broke out the following for light stuff 1d6 = 22, 25 acp 1d8 = 32acp 1d10 = 380 1d12 = 38 special And here was for hunting rifles etc 30-30 etc = 3d6 243 winchester etc = 2d12 444 marlin etc = 4d6 30-06, 7.62 NATO, 270 etc = 3d8 300 winmag, etc = 3d10 300 ultra mag, 300-378 weatherby, etc = 3d12 338 winmag etc = 4d8 338 laupa mag 338 ultramag, etc= 4d10 I had 375 H&H, 416 rigby, 458winmag also done, and "weatherby" versions of them as well, but I don't exactly recall how I balanced them in. I also had additional recoil penalties if your character didn't have high ehough skills starting at the 444 marlin, 300 winmag level. Note, you didn't get to buy your character one of these just because your character saw the damage charts But what is really bugging me is I cannot remember the exact shotgun rules. Here they are in a nutshell Shotguns = LOTS AND LOTS of D4s. It is really fun for the players who have a character using a shotgun to reach in and pull out a big frigging handful of D4s. Two targets really close together, spread the D4s out. Friendlies close by, DM might slide a D4 or two their way, especially if you can get a big pile one color and a few another color. Buckshot, the standard, you dropped on D4 die for every range incriment (I believe it was every 20 yards) birdshot, same way, but you also gave EVERY die -1 for every range incriment slugs, you had one less D4 at the muzzle, and dropped the next one at 100 yards, and dropped one every 20 yard after that. IIRC 12 ga = 7d4, it might have been 8, i don't recall exactly, depends on how messy you want shotguns to get. and then move up or down a die as you change gauges 10 ga = 8d4 12 ga = 7d4 16 ga = 6d4 20 ga = 5d4 28 ga = 4d4 410 ga = 3d4 Remember, these guns would drop die as the target was further away. DM would often take these lost die and assign them to hitting interesting stuff, maybe hitting a nearby computer terminal, ally, enemy, vehicle gas tank. yea you could do that whenever a 'miss' was rolled too, and most folks didn't but let me tell you, it made shotgun use intersting and dangerous. |
| #2tema69Apr 12, 2008 5:29:50 | This is very interesting. We use a similar system in our WW2 game. |