| Post/Author/DateTime | Post |
|---|---|
| #1frodieJul 24, 2009 15:50:11 | If you are using UV rounds (from Dark Matter D20), that deal an extra 2d6 of damage, (to vampires, ect.), per round and you have a feat like “Double Tap and/or Burst Fire, ect”, that just increase the damage by 1 or 2, but imply that all the rounds hit. So if all the rounds hit, do the Vamps take 2d6 per round they are hit by? |
| #2jenrockJul 24, 2009 19:23:03 | When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a -2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it. To me, the above quote explicitly states that you only add one die to your damage, regardless of your ammo. |
| #3shinfenJul 24, 2009 19:45:10 | I agree. But still, 5d6 damage, ouch! I am assuming the Vamps DR does not count against the UV rounds? That could be really tasty!![]() |
| #4frodieJul 24, 2009 23:32:05 | I agree. But still, 5d6 damage, ouch! I am assuming the Vamps DR does not count against the UV rounds? That could be really tasty! I don’t know, it’s kind of vague on how many rounds hits. As a DM I can see it as a game balance rule, but I also can see the player’s point of view. To be honest, I think firearms can use a boost. Most of the players have been going back to melee weapons because of the damage from firearms is limited, and I agree. The special rounds seems to help and I think if you spend the feat, you should hit with the extra rounds. Or it could open a big can of cheese, lol. |
| #5backstabbistJul 25, 2009 1:09:03 | To accept the extra dice Type damage for each bullet in a DTap kinda leads to questioning the rational of a 5 bullet Burstfire... If the damage of Burstfire is 2x the damage of a single shot, wouldnt that imply that twice as many bulets hit with Burst than with single, which would be 2. Great, except wen we try to have fewer than 2 but more than 1 hit when using DTap: If (1bullet)Single is 1 hit, and (5bullet)Burst is 2 hits, the (2ammo) DTap is how many hits? A simple (but RAW illegal) solution: Single : 2dX + AmmoTypeDmg DTap 3dX + 1.5x AmmoTypeDmg) Burst 4dX + 2x AmmoTypeDmg have the extra damage per bullet be synched to the additional normal damage of firing more bullets Of course all this is academic, since one should be using 10militon 12ga SlugNukes instead of UV ammo against the undead... and against the living... and inanimate objects as well. The SlugNuke emits heavy rads across way more bands than just UV. |
| #6shinfenJul 25, 2009 18:02:29 | I have not had any issues where Melee is out damaging ranged. (In personal combat) Basic example...7.62 rifle does 2d10. With double tap that jumps to 3d10. True with a exceptionally high strength score a Strong type character might have a higher average damage in the beginning, but in my experience that kinda fades after a few levels. Sure you can take prestige classes and advanced classes to raise that, but that only helps the one character. Guns are ment to be the great equalizer. One of my players thinks he does not do enough damage with his guns. I pointed out that his problem is that he misses a lot..xtra damage would not make up for it. Just better rolls, use of action points and not dual .45 double tapping every shot would be better. At the end of a battle his gunslinger barely wounded a single guy after firing off like 2 clips,(he missed a lot) My Strong hero, using single shot, killed everything he shot at. I can't speak for other players and GMs, but I think there are some people who have weird expectations in combat. Seems like people are always trying to get it to the point that they one shot things.. This is unreasonable and boring as heck as far as I am concerned. I expect combat to take at least a round or more. One shotting henchmen should only happen in video games. ![]() |