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Re: (TFT) Doing damasge modernly



In a message dated 12/1/2004 8:12:14 AM Central Standard Time, 
rmorger@mail.ev1.net writes:

>Well I am still plinking away at a sci-fi based TFT game but I run 
>into the problem of modern weapons versus ancient(standard TFT)  weapons. 
>So how would you handle these? a slew of dice for each? AKA
>small minigun - ST to use 12, damage 6+3, if DX is 16 or greater 
>two attacks per round.
>
>or would you come up with something all together new?
>Ive been thinking of replacing the D6 with D10 when using these 
>weapons. Not only to cut down on the dice used but to point out 
>that they are modern weapons.
>
>Any thoughts? 

A lot depends on whether you're going for a grim-n-gritty "realistic" style, 
or an action-adventure style after the fashion of Star Wars/James Bond/the 
A-Team. 

In either case, I'd stick with d6's, rather than going to d10's, possibly 
using adds to emphasize the "these are modern weapons" factor (e.g. most modern 
weapons have at least a +1 per die, so the small minigun would do 6d+6 damage)

In real life, a pistol shot has about a 20% chance of being fatal, so I'd set 
max damage for the heaviest pistols at 2d+2, with smaller pistols doing less 
damage (and being an exception to the ("+1 per die minimum" rule). 

If running a "realistic" game, rifles & shotguns should do lots more damage 
than pistols (6d+6 to 12d+12 or more). In an "action-adventure" game, they 
should do only a little more damage than pistols (or the same damge, for lower-end 
ones). 

In either case, I suggest putting in provisions for "missing real fast" - 
being able to fire off lots of shots at a Dx penalty. I'd use something based on 
the fist full 'o sha-ken rules (AM pages 8-9). 

If going for an "action adventure" feel, I'd suggest not allowing critical 
hits if adjDx is below, say adjDx 9. In either sort of game, I'd also suggest 
minimizing or eliminating fumbles. Most fumbles will be "gun jams" and I'd 
borrow from GURPS here - allowing an "immediate action" roll to clear a jammed gun, 
and requiring confirmation rolls for jams with most modern weapons. (For an 
action-adventure game, I'd suggest that only low-Dx shooters risk having jams. 
Or just eliminate them entirely.) 

Hope this helps

Erol K. Bayburt
Evil Genius for a Better Tomorrow
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