| Post/Author/DateTime | Post |
|---|---|
| #1penchantOct 06, 2008 0:09:21 | The Action System I am building a plug and play ability system for D20 Modern and would like some help filling inthe gaps and perhaps play testing some of the ideas. I run my modern games as if they were action movies. This means a significant bending of the laws of physics and as much suspension of disbelief as is required to enjoy a Schwarzenegger movie. In 90% of the action movies the heroes cannot succeed simply by shooting at and hitting all their targets. Every tactic from the trapsetting montage to the spontaneous use of fire extinguishers and impromtu smoke screens is employed to allow the hero to overcome overwhelming odds. This feature is not really reflected in the D20 system. Now I like the D20 Modern system. It came after 3.0 and prior 3.5 and represents what I believe to be the path of evolution that the system should have taken. So, rather than rewrite the whole thing, I have some ideas on a system that can simply be added in to any D20 modern game. The action system consists of special maneuvers that are bought either singly or in groups, possibly with feats. These special maneuvers are simply declared before an attack is made with any weapon that does damage. If you hit the target's AC, instead of dealing the damage of the weapon the damage is rolled against the DC of the maneuver. The maneuver takes effect instead of the damage. Unlike normal DC's the maneuver DC's might require rolls higher or lower than the DC which reflects different stunts. Something like blowing up a propane tank might require a high DC while cutting a rope or line would need a lower DC reflecting the need for a finesse weapon. This ensures that not all obstacles are overcome with the biggest gun available. However the maneuvers cannot be very specific. Creating a maneuver for blowing up gas tanks would have limited application. Indoor missions would see such a tactic wasted, while highway chases might leave other techniques barren like the rope cutting one. As such the technique should be sorted according to effect, instead of realism of availability or ease of activation. Of course the DM can deny the use of the maneuver if it is unreasonable for even the merest requirement of it to be present. Example:
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| #2tema69Oct 06, 2008 10:52:46 | That would be really cool. I run a (combat) realistic / (stunt & feel) action movie -style WW2 Campaign. Basically, you're really friggin' tough if you survive getting shot more than once, but the PCs regularly do crazy cinematic stuff like blowing the Eiffel Tower up (*ahrem...*) while enemy troops storm up the ladder to get them while clinging on to a rope ladder dropped by an experimental VTOL plane. So, yea, I'd be really interested in something like this. |
| #3doomsoughtOct 06, 2008 20:51:46 | Modern characters always have skill points to spare, make a list of action based skill tricks, they may have a skill pre-req the cost skill points and give you maneuvers. one action point may be spent to use an action trick you don't have but qualify for, three for one you neither have nor qualify for. |
| #4penchantOct 07, 2008 7:58:52 | Modern characters always have skill points to spare, make a list of action based skill tricks, This is a good idea. I will review the skill tricks from the Complete Scoundrel. |
| #5tema69Oct 07, 2008 8:27:25 | Indeed, sounds good. I haven't got C.Scoundrel, so I can't help out there. |
| #6penchantOct 12, 2008 18:53:37 | OK, I am editing the first post as I compile the ideas. Any idea if the Skill Trick mechanic is Open source? I don't need the tricks just the way skill tricks work. Otherwise I have to just refer to a book that many modern players won't have. |
| #7trappedsliderOct 12, 2008 18:56:58 | none of the complete books are... |
| #8penchantOct 12, 2008 21:03:25 | Ah well, still I can write the Action Skills out, the mechanic is pretty self explanatory. Oh, and shout out to Roswell. I lived there in '96. |