DRL > Discussion
Doom Stuff in D&D 3
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raekuul:
So, I was tinkering with the idea of Istraki Ghouls and Klorofolun within D&D 3rd edition, and then I got to thinking about how the creatures and outsiders of Doom would be represented within D&D 3rd.
So, before I go anywhere else:
The "Feat" Diehard -
Spoiler (click to show/hide)Diehard -> Characters and Creatures with this feat ignore non-fatal injuries. That is to say, shooting them in the arm does not prevent them from using that arm, and a called shot to the head merely reduces hit points rather than being an instant kill.
ALL Marines, Former Whatevers, and Martian Outsiders get this feat for free (to duplicate how you and Cybie can duke it out until 1 HP each and still be fully functional). In addition, all Marines and former whatevers get Firearm Proficiency (Gun), Firearm Proficiency (Shrapnel) and Firearm Proficiency (Chain) for free, and Marines and Former Commandos get Firearm Proficiency (Plasma) and Firearm Proficiency (Launcher) for free as well.
For Non-Marines only:
Spoiler (click to show/hide)Firearm Proficiency (Gun) is the basic Firearm feat, and allows for easier use of Pistols. Firearm Proficiency (Shrapnel) is required for Shotgun weapons, and requires that you have FP (Gun) first. Firearm Proficiency (Chain) is required for Chainfire-capable weapons, is a prerequisite for Firearm Proficiency (Plasma), and requires Firearm Proficiency (Gun). Firearm Proficiency (Launcher) is required for weapons with a splash radius [certain exotic/unique pistols excluded], is a prerequisite for Firearm Proficiency (Plasma), and requires Firearm Proficiency (Gun). Firearm Proficiency (Plasma) is required for anything that uses Power Cells as ammunition, and requires both (Launcher) and (Chain).
The matching Firearm Proficiency eliminates the -4 penalty for making an attack with an unfamiliar weapon, and reduces reloading time to it's DoomRL equivalent for that weapon. Exotic Proficiency (Firearm) is not required to be able to use Firearms, as they have their own branch of feats, but all firearms count as Exotic Weapons, and therefore characters get a +4 bonus to hit if the character has Exotic Weapon Proficiency (Firearm).
In order to take a Firearm Proficiency, you must have the firearm in question on hand before you can take the matching feat, and it must be capable of being fired (so you can't teach a 1st level Fighter how to properly shoot a pistol by giving him an empty gun). How this explains reloading is anyone's guess.
...so, where do I go from here?
grommile:
The Diehard feat is superfluous; it already exactly describes D&D3 and d20 Modern's hit point system. (The core rules do not have anything remotely resembling a "called shot" mechanic unless the target is officially classed as helpless (e.g. bound and gagged, paralysed, or unconscious).
Regarding firearms, I suggest you grab a copy of the d20 Modern SRD from somewhere to use as a starting point.
raekuul:
Diehard: The first pen-and-paper system I used was Rolemaster, and (for those that don't know) it had all sorts of secondary effects added to every attack in order to make it more realistic (eg. Broken bones from being critted by a bludgeoning attack). If I don't include it explicitly, I may forget what ruleset I'm using and say "the Archvile burns your leg; movement speed is reduced." I see what you mean about it being superfluous, though.
I'll look into firearms on d20 Modern; they may have most of the Doom junk already.
grommile:
Oh, I know about Rolemaster :) "Blast reduces foe's skeleton to jelly. Try a spatula."
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