DNDnD3.5, Harn, and the invention of gunpowder.

Post/Author/DateTimePost
#1

mk2

Dec 07, 2008 13:14:02
I have been a long time 3.0/3.5 player, but I recently moved into harn. For those who dont know what harn is, it is dnd, except everyone is normal, and even if someone useless stabs you, its a big deal. Harn doesn't have levels, instead you level up your skills( sword fighting, horseriding, blocking) when you use them. Its more realistic, and much more lethal, but the DM has to be careful and not kill of characters. I got shot in the foot once and died due to infection because i couldn't move fast enough back to my lords kingdom.

I don't own any d20 modern books because I'm on a collage budget. But I heard about it from a friend. I download the SRD and after awhile, I started looking for a few fixes to obvious problems:

Modern is a bit too much like fantasy for me. the characters are too much like Heros, and not enough like real people.

I want very lethal combat(you got shot in the chest....you will blead out in twenty seconds), but that doesn't punish players for investing in a character(you are critically wounded, your bio-implant has stabilized you. you have 24 hours to get to a hospital)

I want a re-mamped health system, like the one they have in Harn. when you get hurt, you risk getting knocked out(shock), and you bleed. Damage is area specific, and so is armor. if you'r wearing chest plate and are cut in the shoulder with a effective damage of 14, you get a grievous cut wound, a shock of 4, and a potential decapitation. The grievous wound means you loose two blood points per round until healed, nad if you fail your shock roll, you go to sleep.

I want to choose the caliber of my gun(penetration and impact), whether its a one handed, 1.5 handed(machine pistol), or two handed. Then choose magazine type, rate of fire type, and durability. I then want to make it a bullpup, add a short range scope, and add a grenade launcher. And then know that the resulting gun costs DC??, weighs ??, and reduces my mobility by ?.

I want area specific body armor(skull, face, neck, shoulder, upper arm, elbow, forearm, hand, thorax, abdomen, groin, hip, thigh, knee, calf, foot), and I want it to defend differently against different threats(penetration, impact, concussion, heat), and to decrease my mobility accordingly.

Who else wants what I want?

Does anyone know of any third party rules that are close to what I want? I plan to write a lot of this myself (sometimes I think I enjoy pain...)but other ideas are more than welcome.
#2

nobodez_here

Dec 07, 2008 14:45:15
Look, if you want Harn, then, play Harn, and adapt what you want from D&D or D20M into it. From what you say, the biggest part of Harn you like is the lack of levels and the deadliness. Well, those are two integral parts of both D&D and d20M. The d20 system is by default (though, of course, others have done away with them) a level based system, and designed for heroic fantasy (medieval fantasy with D&D, modern fantasy with d20M, and sci-fi fantasy with SWSE). Harn appears to be based on more realistic fantasy, but, when you go more realistic, you also get more complicated.

So, if you want to run a Modern Harn game, then, well, run Harn with just enough Modern to get what you want. I'm sure someone out there in the Tubes has mode a modern expansion for Harn. In fact, I found a page from the CGI fan resource page that has gun rules for Harn (though, they're medieval guns, it's a place to start).
#3

tema69

Dec 07, 2008 15:50:43
Reading your post takes me back to the first time I sat down and started writing my 'realistic' ruleset.
I think you should take a look at it, it has most of what you seem to be looking for.
http://www.megaupload.com/dk/?d=1GHP0M9E

It will require some reading, and is rule-intensive - but it has what you seem to be looking for.
#4

trappedslider

Dec 07, 2008 16:04:17
psttt go pick up GURPS lite its free from the SJG website if you want real people etc etc *runs away before being killed by the angry mob of d20 players*
#5

turalisj

Dec 07, 2008 16:23:37
psttt go pick up GURPS lite its free from the SJG website if you want real people etc etc *runs away before being killed by the angry mob of d20 players*

*lobs a grenade at Trappedslider*
Not because you mentioned GURPS, but because you sodomized a wookie.
#6

tema69

Dec 07, 2008 16:24:13
Hahaha. :D
*throws molotov after trapped*
#7

trappedslider

Dec 07, 2008 16:25:20
*lobs a grenade at Trappedslider*
Not because you mentioned GURPS, but because you sodomized a wookie.

you no like christmas wookie?

Hahaha. :D
*throws molotov after trapped*

#8

mk2

Dec 07, 2008 21:40:34
Don't get me wrong, I love dnd. And I love levels too. In harn your character doesn't have a "nich", and d20 is more tactical imho.

I am reading and loving the combat procedures pdf. allot of the rules I want wanting are already there. Thanks tons.

Implementing the harn system of damage will be hard, but I think i can do it. it will just take a long time and need allot of play testing. I will post updates in this thread when I have them.
#9

narukagami

Dec 07, 2008 21:43:02
Harn sounds a lot like Riddle of Steel.

Like... a complete ripoff.
#10

turalisj

Dec 07, 2008 21:54:51
you no like christmas wookie?

This may be too critical, but....

It kinda looks like the wookie got attacked by ewoks (because we all know that starwars santa uses ewoks) and forced into slavery by them.

note: I was going to post something worse, but I 4kid-ified it up so that it wouldn't get reported.
#11

tema69

Dec 08, 2008 3:18:57
@Mk2: Be sure to read the Wounds/Vitality part in the main pdf containing my rules - it sounds a lot like what you're looking for.
#12

nobodez_here

Dec 09, 2008 1:46:40
Harn sounds a lot like Riddle of Steel.

Like... a complete ripoff.

Wow, someone did not do their research. Hârn is about 25 years old, RoS isn't even as old as the d20 system.

As to the OP, if you're comfortable with the rules you've put together, you might want to look at the "Damage to Specific Areas" sidebar on page 27 of the v.3.5 DMG, since they're a good way to model area specific damage within a d20 framework.
#13

mk2

Dec 09, 2008 19:30:35
Here is a download of this in word. The table wont copy over in one piece, so please download and check out if you can. note: to decide what body part is hit, you roll a d100, the current values for the table are number of percentages, not numbers to roll. I thought it was easier to modify if i left it that way.
http://www.sendspace.com/file/740gol

After some thought, here are my current ideas:
1) Weapons:
-a) Impact. A measure of the physical force a bullet has. Impact causes trauma, which will cause unconscious(knock out). Not especially lethal.
-b) Penetration. A measure of the penetrative power a bullet has. Penetration causes tissue damage and blood loss, which will eventually cause death. This is lethal.
-c) Range. Adds -1 to IMP and PEN every x feet. (handgun with range thirty feet, thirty one feet away the bullet has -1 to both, sixty one away, its -2)
-d) Recoil. When you fire an automatic firearm, the second shot will have ½ this penalty on your attack roll. Consecutive shots after the second take the full penalty.
-e) Mobility. This is how easy it is to move around while carrying this gun. Making the gun heavier decreases the recoil, but increases this penalty. (this will probably be taken away from movement and actions, like a armor check penalty but to speed as well)
-f) Action. This is/are the fire mode(s) of the gun. Options are single action, double action, burst, and auto.
-g) Ammo. The type of ammo used the way it is loaded, and the size of loader. Options are box fed, belt fed, and loose (shotgun shells and revolver without speed loader).
2) Armor.
-a) Penetration defense. This is how much penetration it deducts from the bullet, similar to damage reduction in Dnd
-b) Area covered. This is what area of the body the armor covers. The options are Head, R/L shoulder, R/L upper arm, R/L lower arm, Thorax, Abdomen, R/L hip, R/L thigh, and R/L calf.
-c) Mobility. This is the same penalty as above.
3) Actions. You can take one motion action, one focused action, one fast action, and infinite free actions within reason.
-a) Motion Action: Move, Aim, Move and change/draw weapon, move and reload a box magazine, move to cover, go/stand from prone, look from cover.
-b) Focus Action: any move action, shoot, suppress (suppress isn’t actually a action, more later)
-c) Fast Action: switch firemode on weapon, crouch/stand from crouch.
-d) Free Action: talk, look, hear, smell, think, etc.
4) Movement:
-a) When you take a move action, you can move your speed. Two consecutive move actions mean you move twice your speed.
-b) Crouching. When you are crouching you gain +2 to hit and +2 defenses against any enemy that is 20 feet away or greater. If a enemy is 10 feet or closer you gain -2, -2 bonuses against that enemy respectively.
-c) Prone. When you are prone you gain +5 to hit and +5 to defense against any enemy that is 40 feet or greater away. If an enemy is 10 feet or closer you gain -5, -5 modifiers against that enemy respectively.
-d) When you aim you receive a +6 modifier to hit against that target.
-e) When you move to cover you may ether be fully behind the cover
5) Cover/suppressed:
-a) When you are behind cover, you may still be shot at. If the opponent can see a part of you/knows accurately where you are, he makes a normal attack. If it is hard to see you,(camouflaged cover)then he takes a -5 to hit; if he has to “guess”, he takes -10 to hit. If the bullets fired hit you in an area that is covered by the cover, they must first overcome the cover, then your body armor, and then deal damage.
-b) Cover is given a penetration rating. If the bullets’ penetration rating is less than the cover’s, then the cover stops the bullet. If it is greater, then the bullet looses penetration and impact equal to the cover’s penetration rating. (Example. you shoot at safety glass, penetration rating of 5, with a P7 I10 bullet. The bullet passes through with a P2 and a I5. A bullet with a P1 I20, would be completely stopped, and probably extensively damage the cover)
-c) Cover, if applicable, may have health applied to it. This way the impact and penetration lost from the bullet to the cover would cause damage, and eventually destroy the cover. Some cover may be harder to
-d) Suppression. When you fire at a target that is behind cover with a non-double action weapon, and the target ducks behind the cover or is already behind it, you are counted as suppressing that target. During the targets turn, if the target or another target that was five feet or less from the original target look from the cover or moves from the cover, you may ether take a Tactical Advantage, or may duck behind your cover(If you have cover). Note that you only use ammo on your turn, and that ducking counts against your tactical advantages per turn.
6) Tactical Advantage:
-a) When an enemy acts in a way that leaves them open to attack you may take an immediate aggressive focused action against them. Actions that provoke a TA are: performing a non-5 foot step motion action when in melee, firing a 2 handed weapon in melee, moving from cover or looking from cover when within 5 feet of a suppressed target.
7) Notes:
-a) Classes will have a attack rating and a defense rating, they will be used on the roll to hit.
-b) Once you have been hit, a roll is made on the table(bottom of post). Once you know where you hit, compare the IMP and PEN of the bullet to the defense of the armor. If the PEN of the bullet is less than the PEN of armor, the bullet is stopped by the armor, no bleeding wound is received, and you take the IMP of bullet-IMP of armor as impact damage. If the bullet penetrates the armor, then you take the sum of the IMP and PEN of the bullet, subtract the PEN of the armor, and get the Tissue damage the bullet does to you.
-c) If you take tissue damage, compare ware the damage was taken and the severity to the table at the bottom of the post. Add the appropriate damage modifier to the tissue damage and record it. (example: TD, upper arm, 15. Example: ID, Upper arm, 5)
8) Death, shock, blood, and death.
-a) Whenever you receive a wound, be it tissue or ID damage, compare it to your hit points and roll 2d4. if the total of the 2d4, TD and ID is greater than your HP, you pass out. Every round you may re-make this roll and attempt to wake up. If you wake up, you then must then roll 4d4 +TD +ID to “snap out of it”, until you do, you are in a state of shock, and are mostly useless.
-b) Every round, you take 1 blood loss pont for every two levels of TD you have. If this number ever is greater than your HP, you die.

Table: Formatting issues left it unreadable. The link at the top of the post links to a download of the original word document. Sorry and thanks.

What do you think?
By no means is this the final version....so I am calling on the collective knowledge of the wizards board for help. The formatting is a mess and things are in the most confusing order possible. Later revisions will be much cleaned up.
#14

mk2

Dec 09, 2008 20:03:22
Also: some new classes:
------------------Health---Attack--Defend-Feats-Skills--Fort--Ref--Will
Soldier------------High-----High-----Med---High---Low--High-Low-Low
-Black ops--------High-----High-----Med---Med----Low--High-High-Low
-Shock trooper---Hgh-----High-----High---Low----Low--High-low-High
Engineer----------Med-----Med-----Med---Med----Med--Low-High-Low
-Sabouteur-------Med-----Med-----Med---Low----Med--Low-Med-Low
-Prototyper-------Med-----Med-----Med---Low----Med--Low-Med-Low
Negeotator?-------low-----low------low----Low----Low--High High-High
-Buisnessman?-----low-----low-----low----Low-----Low--High-High-High
-Politicion?--------low-----low------low----Low----Low--High-High-High
Medic-------------Med----Med-----Med---Low----Low--High-Low-High
-Security---------High----Med-----High---Low-----Low--High-Low-Low
-Body Guard------High----Med-----High---Low-----Low--High-Low-Low
Street Rat--------Med----Med-----Med---Low-----High--High- High-Low
-Lucky Guy-------Med----High-----Med---Low----High---Low-High-High
-Unlucky Guy-----Med----High-----Med---Low----High---Low-Low-High

High-------------d4+4----level----Level--level/2--6level----2level/3
Medium----------D4+2--3level/4--3level/4-level/4-4level------na
Low-------------D4-----Level/2--level/2---0 ----2level-----level/3

Soldier-proficent with weapons, armor.
-Black ops- like a moderately armored and armed assassin. bonuses to hit? bonus to defense?
-Shock trooper-bonuses to damage and armor. fear effects? less recoil when stationary?
Engineer- fix things....Need ideas for this one.
-Sabouteur-major bonuses to explosives/traps
-Prototyper-i'm thinking this guy makes the party equipment better...not sure how.
Negeotator?-i dont want this guy to be very usefull in combat, just amazing outside of it.
-Buisnessman? same as above but with money?
-Politicion? Same as above except with laws/cops/? ?
Medic-good at surgery, bonus to using durgs to stop bleeding/reduce shock.
-Security-soldier is offensive...i want this guy to be defensive.
-Body Guard-"guards" someone and makes them harder to kill. gets bonuses while giving cover.
Street Rat-like a rogue, but more of sand in the eyes than sneak attack.
-Lucky Guy-make allies around him better?
-Unlucky Guy-make everyone around him weaker, enemies a little more than allies?

Maybe making my own classes is a bit too much...I tend to over do thing. oh well.
My experience is limited, so any suggestions are welcome(not to mention needed). Thanks for reading.