• D&D 4e: This edition sucks edition
    5,000 replies, posted
[QUOTE=Vengeful Falcon;47619091]Pistol giving initiative is probably just an abstraction of the fact its usually quicker to aim and fire a pistol, though it's pretty dumb if the initiative bonus applies to actions other than shooting[/QUOTE] But it's for a specific gun. I don't think pointing a PPK is any faster than any other pistol. [editline]28th April 2015[/editline] [QUOTE=Alsojames;47619271]In hindsight, I completely agree with you. I should really stop posting at 3 in the morning. I guess I was just worried about having 5 super spies carrying the exact same equipment, but what really matters in an RPG is the story. Queue everyone picking the 1911 because it's the one gun they recognize :v:[/QUOTE] it better have bonuses to CQC
[QUOTE=elowin;47619470]But it's for a specific gun. I don't think pointing a PPK is any faster than any other pistol. [/QUOTE] I think it's because it's a little wee guy, so it's easier to bring to bear than something heavier. [QUOTE][editline][/editline] it better have bonuses to CQC[/QUOTE] Well you could always bash someone over the head with it.
Could just have a few different classes of weapons that are all different from each other statwise but then the specific guns in those classes are pretty much all the same crunch-wise (or just have 1-3 generic guns in a class and allow players to come up with the fluff details themselves). Pistols are easy to conceal and quick to aim, SMGs can fire quickly, shotguns are good against unarmored targets, and rifles are good against armored targets. Then players can customize the weapons/apply weapon mods to give their guns a bit more uniqueness in stats. Like an Advantage/Disadvantage system that decreases some stats but increases others.
Well like we've established the differences are minute enough to not really matter.
[QUOTE=Alsojames;47619271]Queue everyone picking the 1911 because it's the one gun they recognize :v:[/QUOTE] What about everyone picking the 1911 because it's objectively one of the best guns for anti-personnel, unarmored targets, and also a classic design that's retro while still modern? (Also acceptable: S&W 1006, any Glock in .45 GAP. Not as classy but still gets the job done, and the 10mm works better against light armor) (Not acceptable: any pansy-ass European cartridges. Take your 7.62mm and GTFO) (Also not acceptable: any overcompensating "magnum" cartridges (.357 excluded). If you need that much stopping power, use a damn rifle!)
Don't get me wrong, the 1911 is great. For armoured targets I'd go with a Five-seveN though. 5.7x28 ftw. Too bad they weren't made until 2000. Although I could houserule those in. Someone went and made an entire list of SIG weapons for TSSI, I don't see why one dinky pistol would matter. I love gun porn discussions.
Gun damage being based on caliber is probably one of the nicer things about OaTs- though if you can get close enough to shank someone, they're still gonna have a really bad time.
[QUOTE=gman003-main;47619709]What about everyone picking the 1911 because it's objectively one of the best guns for anti-personnel, unarmored targets, and also a classic design that's retro while still modern? (Also acceptable: S&W 1006, any Glock in .45 GAP. Not as classy but still gets the job done, and the 10mm works better against light armor) (Not acceptable: any pansy-ass European cartridges. Take your 7.62mm and GTFO) (Also not acceptable: any overcompensating "magnum" cartridges (.357 excluded). If you need that much stopping power, use a damn rifle!)[/QUOTE] i pick the greatest weapon of them all: dance
[QUOTE=gman003-main;47619709]What about everyone picking the 1911 because it's objectively one of the best guns for anti-personnel, unarmored targets, and also a classic design that's retro while still modern? (Also acceptable: S&W 1006, any Glock in .45 GAP. Not as classy but still gets the job done, and the 10mm works better against light armor) (Not acceptable: any pansy-ass European cartridges. Take your 7.62mm and GTFO) (Also not acceptable: any overcompensating "magnum" cartridges (.357 excluded). If you need that much stopping power, use a damn rifle!)[/QUOTE] Don't get me wrong, I love the 1911, but man is it a dated design. It's a full sized pistol with a 7 round single stack magazine that might or might not have problems cycling any ammo that's not ball. it still works, and pretty well at that, but there's just so many better options out there! 9mm gets the job done juuuust fine, and if you want DAT 45 STOPPING POWAH just get, I dunno, any gun with a double stack .45 GAP is a goddamn dodo bird of a cartridge, 10mm was too much bullet for the FBI (even if I've got a particular fondness to it thanks to a certain 80s tv show), and magnum cartridges are great for hunting sidearms, shooting silhouette, and shooting fuckers in the face as long as you're strong enough to handle it
As a spy, you want something small, easily concealable, and can carry a lot of ammo in the magazine so you can carry the maximum amount of bullets with the minimum amount of magazines. For that reason, the Glock 17 or Five-seveN are good pistols to have. The 1911 is a good pistol, but it's only got 7 rounds in it. The G17 carries 17 rounds in it and is tiny, while the Five-seveN carries 20 and also pierces armour (good for taking out armed guards should things go tits up). It's a good pistol, but not a good [I]spy[/I] pistol.
Or play Shadowrun like the cool kids and get a suppressed shotgun hidden in your arm.
At it's worst, generic guns that come with bonuses based on upgrades/round type should be the basics. But all the cool kids calculate projectile and force of each bullet individually. [QUOTE=Alsojames;47619565] Well you could always bash someone over the head with it.[/QUOTE] Knife Gun
[QUOTE=gufu;47620648] Knife Gun[/QUOTE] [URL="http://en.wikipedia.org/wiki/Ballistic_knife"]Ballistic Knife?[/URL]
[QUOTE=Alsojames;47620678][URL="http://en.wikipedia.org/wiki/Ballistic_knife"]Ballistic Knife?[/URL][/QUOTE] [img]http://i.imgur.com/LXJqSYv.jpg[/img] No.
[QUOTE=Alsojames;47620678][URL="http://en.wikipedia.org/wiki/Ballistic_knife"]Ballistic Knife?[/URL][/QUOTE] [img]http://i.imgur.com/mUCaLIm.jpg[/img] No.
Welp I've got the mentor NPC/my character built, time to write up a plot worthy of a cold war-era spy movie. [sp] I hope everyone wants to play with me [/sp]
[QUOTE=Aperture fan;47617261]I've got enough power to deal with as it is considering Burst is only meant to go up to 20xp as an end game, and my group's at about double that.[/QUOTE] This was my problem, in fact, our play is on hiatus due to power level, the characters just became so fucking powerful that I couldn't do anything without bending the system to the breaking point and we're still trying to find a system that can handle it. We paused after about 2 years of play and we've been paused for a few months.
[QUOTE=Alsojames;47620180]As a spy, you want something small, easily concealable, and can carry a lot of ammo in the magazine so you can carry the maximum amount of bullets with the minimum amount of magazines. For that reason, the Glock 17 or Five-seveN are good pistols to have. The 1911 is a good pistol, but it's only got 7 rounds in it. The G17 carries 17 rounds in it and is tiny, while the Five-seveN carries 20 and also pierces armour (good for taking out armed guards should things go tits up). It's a good pistol, but not a good [I]spy[/I] pistol.[/QUOTE] Well, if you're an actual spy, you probably won't have a gun at all, even when operating without diplomatic cover. So realistically, a spy game shouldn't even have weapon stats at all. The .45 has certain other advantages - it's a subsonic round, so when suppressed, it's actually quiet, unlike a suppressed 9mm, which is still really goddamn loud just from the sonic boom of each bullet. Sure, there's subsonic loadings of 9mm, but most are still supersonic in cold weather (good thing we don't ever spy on cold countries like Russia, eh?) and that weakens the round even further. And seven rounds of .45 still has comparable stopping power to 17 rounds of 9mm.
[QUOTE=Zombii;47621137]This was my problem, in fact, our play is on hiatus due to power level, the characters just became so fucking powerful that I couldn't do anything without bending the system to the breaking point and we're still trying to find a system that can handle it. We paused after about 2 years of play and we've been paused for a few months.[/QUOTE] Hence our homebrew modifications. Added a bunch of new things to spend XP on, and most notably something I took inspiration from our dudebro powergamer nerd player and dubbed "Prestige." Basically, when you hit 20 XP, you can elect to stay at that value (and any XP earned can go into something called Tier Chips, which I'll explain in a moment), or you can Prestige. Prestiging grants you a few unique benefits you can't get through normal advances and XP spending, but it resets you to 0 XP. Now Tier Chips are basically what they sound like. You can swap out any full Tier's worth of XP (5 in Burst terms) for any other Tier Chips, which are themselves 5 XP of advances. It's basically like dynamically rearranging your XP. It's most useful with a bunch of additional things to spend XP on. I can make a quickly thrown together zip of all our homebrew shit if you'd like. It's how we still function at twice the recommended endgame and I still give them a challenge.
[QUOTE=gman003-main;47621151]Well, if you're an actual spy, you probably won't have a gun at all, even when operating without diplomatic cover. So realistically, a spy game shouldn't even have weapon stats at all. The .45 has certain other advantages - it's a subsonic round, so when suppressed, it's actually quiet, unlike a suppressed 9mm, which is still really goddamn loud just from the sonic boom of each bullet. Sure, there's subsonic loadings of 9mm, but most are still supersonic in cold weather (good thing we don't ever spy on cold countries like Russia, eh?) and that weakens the round even further. And seven rounds of .45 still has comparable stopping power to 17 rounds of 9mm.[/QUOTE] Okay SECRET AGENT game :v: Also this is a pure hollywood game, so silencers = "pfut". In real life, I can see the advantage, but in real life if you were a secret agent and got caught you'd more likely be calling your superiors and trying to get your backup or be burned and boned, not engaging in epic car chases.
[QUOTE=gman003-main;47621151]Well, if you're an actual spy, you probably won't have a gun at all, even when operating without diplomatic cover. So realistically, a spy game shouldn't even have weapon stats at all. The .45 has certain other advantages - it's a subsonic round, so when suppressed, it's actually quiet, unlike a suppressed 9mm, which is still really goddamn loud just from the sonic boom of each bullet. Sure, there's subsonic loadings of 9mm, but most are still supersonic in cold weather (good thing we don't ever spy on cold countries like Russia, eh?) and that weakens the round even further. And seven rounds of .45 still has comparable stopping power to 17 rounds of 9mm.[/QUOTE] Stopping power isn't nearly as much of a big deal as people like to make it out to be. Shot placement is FAR more important. Also, 9mm hollowpoints are pretty damn good manstoppers. All in all, factoring everything in, you've just got a much better chance of bringing someone down when you've got 17 bullets than when you've got 7 bullets. shit happens, not every shot lands on target, etc. the subsonic thing is a very fair point, though, and one of .45's biggest advantages!
A shot to the head will kill you either way.
[QUOTE=gman003-main;47621151]The .45 has certain other advantages - it's a subsonic round, so when suppressed, it's actually quiet, unlike a suppressed 9mm, which is still really goddamn loud just from the sonic boom of each bullet.[/QUOTE] just [url="https://db.tt/eV2IwjWL"]suppress it again[/url]
[QUOTE=Aperture fan;47621246]Hence our homebrew modifications. Added a bunch of new things to spend XP on, and most notably something I took inspiration from our dudebro powergamer nerd player and dubbed "Prestige." Basically, when you hit 20 XP, you can elect to stay at that value (and any XP earned can go into something called Tier Chips, which I'll explain in a moment), or you can Prestige. Prestiging grants you a few unique benefits you can't get through normal advances and XP spending, but it resets you to 0 XP. Now Tier Chips are basically what they sound like. You can swap out any full Tier's worth of XP (5 in Burst terms) for any other Tier Chips, which are themselves 5 XP of advances. It's basically like dynamically rearranging your XP. It's most useful with a bunch of additional things to spend XP on. I can make a quickly thrown together zip of all our homebrew shit if you'd like. It's how we still function at twice the recommended endgame and I still give them a challenge.[/QUOTE] Sure, I'm very interested in it.
Mentioned I was writing a heavily modified Cyberpunk 2021 / Warhammer 40k /X-COM hybrid, progress is being made! So far, thanks to WorldWorksGames, 3D battlefields are no problem! On the other hand, balancing is taking up a lot of time, also building the battlefields from scratch takes a very long time, but it's worth it in the end - you can enter almost any building and each have their own props and special interactions you can have indoors - best of all, it's all straight from a home printer. (Not my picture) [IMG]http://www.abload.de/img/rimg16289tba.jpg[/IMG] -- [IMG]http://i.gyazo.com/36f70881ac83680e8683b67b730bcbe6.png[/IMG] This is only the WIP quick-start guide without the weapons / tools / random encounters databases (which are pages long by themselves) for pre-alpha testing... lots of fun to write though! The whole thing will be free (except the recommended battlefields from WWG's) for print, everything to the figurines are just print-out and play. You can even print your own dice if you want. Other then that.. work continues. Just a little status update for those who might be interested!
[QUOTE=Zombii;47621739]Sure, I'm very interested in it.[/QUOTE] Here you go, but be warned there's probably references to a lot of shit in there that you won't get. Mostly stupid in-jokes with the group, though all the rules should be concise enough... if you can pick them apart from the absurd number of txts they've been separated into. We've [I]kinda[/I] been homebrewing the system since day one, soooo the amount of material's a bit out of hand. I swear we're gonna make it into a nice pdf one day! ...just not today. The group-specific stuff should be obvious, and a lot of it you can probably cut out yourself to keep things a little more concise. I kinda just did a bit of a cursory sweep, clarified and cleaned a few things, then threw it all in a bag since it's kinda late and I'm lazy and tired. Most everything is in there and decipherable, you'll just have to pick through it all until it comes together a little clearer. Sorry about that. Anyway, hope you find [I]something[/I] of use in this mess. I know we did, at least. [url]https://www.mediafire.com/?6tbxo08b0o9x5dy[/url] [editline]28th April 2015[/editline] [QUOTE=Te Great Skeeve;47622080]Mentioned I was writing a heavily modified Cyberpunk 2021 / Warhammer 40k /X-COM hybrid, progress is being made! So far, thanks to WorldWorksGames, 3D battlefields are no problem! On the other hand, balancing is taking up a lot of time, also building the battlefields from scratch takes a very long time, but it's worth it in the end - you can enter almost any building and each have their own props and special interactions you can have indoors - best of all, it's all straight from a home printer. This is only the WIP quick-start guide without the weapons / tools / random encounters databases (which are pages long by themselves) for pre-alpha testing... lots of fun to write though! The whole thing will be free (except the recommended battlefields from WWG's) for print, everything to the figurines are just print-out and play. You can even print your own dice if you want. Other then that.. work continues. Just a little status update for those who might be interested![/QUOTE] The cost in ink alone must be absolutely absurd.
[QUOTE=Aperture fan;47622352] The cost in ink alone must be absolutely absurd.[/QUOTE] You would think so, however we use a system called CIS, which removes the need for cartridges and instead uses bottles, whic makes the price go from 8 cents a page to .03 cents a page. Yeah. Printer makers like to scam you. Here's a video: [video=youtube;kU154ou4vt0]http://www.youtube.com/watch?v=kU154ou4vt0[/video]
Dye CISS scum.
Funfact, gram for gram printer cartridge ink is one of the most expensive substances on the planet. Now to find a way to abuse this in a rouge trader game somehow...
[QUOTE=Te Great Skeeve;47622080]Mentioned I was writing a heavily modified Cyberpunk 2021 / Warhammer 40k /X-COM hybrid, progress is being made! So far, thanks to WorldWorksGames, 3D battlefields are no problem! On the other hand, balancing is taking up a lot of time, also building the battlefields from scratch takes a very long time, but it's worth it in the end - you can enter almost any building and each have their own props and special interactions you can have indoors - best of all, it's all straight from a home printer. (Not my picture) [snip][/QUOTE] I went to go check them out, but their site appears to be down.
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