Terisse
08-31-2010, 12:04 PM
I don't know about you guys, but since I currently don't have a group to campaign with out here, whenever I open my books, terrible things happen. And so I figured I might as well share them with anyone who feels like they need something odd or new in their campaigns.
And, you know... If you have anything of your own you wanna share, go ahead and post it here. Anything at all; weapons, monsters, templates, classes, whatever you feel needs to be known or used.
I've got a few things here [read, a binder stuffed with a literal fuckload of papers] but I only intend to share a few for now, since, well, time is limited.
I've been slowly doing weird things towards a steampunkish campaign, starting with the addition of firearms.
Name : Cost : DMG(S) : DMG(M) : Crit : RangeInc : Weight
Pistol, Snub : 200 gp : 1d6 : 1d8 : x3 : 40ft : 2 lbs
Pistol, Long : 300 gp : 1d8 : 1d10 : x3 : 60ft : 3 lbs
Musket : 500 gp : 1d10 : 1d12 : x3 : 120ft : 6 lbs
Arquebus : 700 gp : 2d4 : 2d6 : x4 : 150ft : 12 lbs
Arquebus à croc: 1000 gp : 2d6 : 2d8 : 100 ft : 20 lbs
Scattergun : 800 gp : 1d4 pellets/1d3 : 1d6 pellets/1d4 : x2 : 30 ft : 8 lbs
Punt Gun : 1400 gp : 2d4 pellets/1d3 : 2d6 pellets/1d4 : x2 : 50 ft : 22 lbs
Handbombs : 50 gp : 2d6 : x2 : 10 ft : 1 lb
Smoke Bombs : 40 gp : Smoke: -- : 10 ft : 1 lb
Bomb Launcher : 800 gp : handbombs : -- : 30 ft : 14 lbs
Ammunition
Powder Horn : 35 gp : 2 lbs (full)
Powder Keg : 250 gp : 20 lbs (full, 15 lbs powder)
Bullets, Bag (10) : 3 gp : 2 lbs
Bullets, Box (200) : 60 gp : 45 lbs
Masterwork Bullets, Bag (10) : 20 gp : 2 lbs
Materwork Bullets, Box (200) : 400 gp : 40 lbs
Scattershot (60 pellets) : 4 gp : 4 lbs
Scattershot shells, Box (20) : 20 gp : 5 lbs
Both the scattergun and punt gun rely on a pellet spread to deal damage. For every range increment past the first, in addition to the usual -2 per increment on attacks, these weapons also take a -2 per increment on pellet count. Apply critical damage to all pellets.
The masterwork component on a firearm costs an additional 600 gp. This gives the weapon a breach-load that allows reloading to be done as a move actions for pistols, rifles, and bomb launcher and a standard action for the punt and scatterguns. Additional barrels can be added to the firearms at the cost of 300 gp + 1/2 base price per barrel.
Masterwork firearms, depending on the type, come with either a sight or muzzle focus.
Sight: Spend up to 3 rounds sighting on a target, gaining a +1 per round on your next attack roll. If distracted, lose bonus until sighting again.
Muzzle Focus: Reduces pellet spread, reducing range increment penalties to -1 per increment.
A flash suppressor can be used as well, reducing the penalties associated with using a firearm to -5, rather than the normal -10 on hide checks after firing. A suppressor can be used 5 times before it is broken and useless.
Rapid Reload reduces reload times as described in the feats chapter.
I'll get more eventually.
Azisien
08-31-2010, 12:12 PM
I recommend using and then modifying d20 Modern's rules for firearms instead of going from scratch. They are quite simple. (http://www.wizards.com/default.asp?x=d20/article/msrd)
tacticslion
09-29-2010, 04:34 PM
So anyway, third time's a charm? (Previous posts here have been killed by teh interwebs)
First, hoping this isn't necro-fu. If it is, I'm sorry. I've been wanting to respond to this for a while, but have consistently run out of time/memory, and, while it's close to the edge, it's not locked out yet (not past page four), so I think it may be okay.
Second, have you ever had arguments about Charisma being both looks and persuasion? What about the fact that the only ability score discernible by magic is Intelligence - and it is given as a concrete number to the character in-game? A GM having a hard time giving the over-all impression a character leaves on NPCs (or that NPCs leave on you)?
My solution: derivative ability scores. And here you go.
In the player’s handbook, six basic ability scores are given: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. These are indicative ability scores, from which all other attributes about a character – all of their capabilities – are derived from. These are the best indicators of exactly what a person can or cannot do, and often works that try to add to these often overly complicate the rule systems they attempt to enhance – they place scores where none are needed. That said, in addition to the six prime (or "base"), or indicative ability scores in the player’s handbook, I make use of three derivative ability scores: Beauty (or Appearance), Luck (or Fate), and Power (or Competence). As derivative scores, these are not meant to replace or even really augment any game mechanics, but rather mostly for use in how a character is perceived by others: is she thought of as beautiful, powerful, or fated to survive?
First, these are not meant to replace the ability scores found in the Player’s Handbook. Each of them is strictly derivative – they rely on the indicative scores to be derived. These scores are meant more to be used for the GM and Players to better facilitate role playing rather than game mechanics. That said, some feats and special abilities can be made to make use of them. If there is no place for derivative ability scores in your game, then do not make use of them. Appearance is the most easily replaced by using charisma. Luck can generally be replaced by dexterity or wisdom. Power can most often be replaced by strength or intelligence. Unlike regular ability scores, these cannot be increased every four levels. They are strictly derivative from other ability scores, meaning that as those improve, these will as well.
To determine a derivative ability score, first a character must have all of their indicative ability scores rolled and assigned. Once the six primary ability scores are determined, derivative ability scores can be generated. Take two relevant ability modifiers from the six primary ability scores of your choice, add them together, and add ten. This will grant you a derivative ability score. Each ability modifier can only be used once to create derivative ability scores. In other words, once a primary ability modifier has been used in one derivative ability score, it can’t be used for another. After developing all three ability scores, you may increase the derivative scores – and only the derivative scores – from a pool of 1d3 points plus a number equal to their level adjustment (not racial HD). Each point spent on one derivative ability score is unavailable for the others, however. In general, this is similar to making a modified average of two preexisting scores, though there can be some significant differences in scores by average.
Beauty (or Appearance): This is the physical appearance a person has, the attractiveness that they exude before anyone interacts with them. Ultimately, physical beauty is not charisma. Someone can look rather unattractive, yet be quite persuasive: former President Abraham Lincoln, Cleopatra, or a scarred orc warlord, for example, are not beautiful persons. Others can be incredible sights to behold, but have no persuasive ability whatsoever: that Wench at the bar, Paris Hilton, or Fabio, come to mind. Still, those who are truly charismatic do at least care for their physical cleanliness and a moderate amount of their appearance. To derive appearance, choose one of Strength (for well built muscular structure) or Dexterity (for swift, graceful movements) and one of Intelligence (for well-used lexicon, fashion knowledge, and a clever ‘look’) or Charisma (for all-around personality manifested in the flesh). When you have chosen one physical ability score and one mental ability score, add them together plus ten and any other bonuses, and you have your appearance. Alternatively strictly use charisma along with strength or dexterity to show physical beauty characterized by muscular development or toning.
Power (or Competence): Power is the seeming ability to get what you need done, regardless of any difficulties such a problem presents. Usually the ability to handle problems – whether by overcoming through sheer force or enduring problems that would be far too grueling to others – comes with some measure of respect for competency in a chosen field, but that respect does not automatically translate into authority or persuasiveness. Examples include boxer who persists through all challengers, or the wizard who holds the keys to the universe in his books. To derive a powerful person, whether magical or mundane, choose one of Strength (to brute-force your way through problems) or Constitution (to endure setbacks and still persist) and Intelligence (to derive logical solutions for the most difficult problems that arise) or Wisdom (to be aware of the right thing to do in any issue that comes up). When you have chosen one physical ability score and one mental ability score, add them together plus ten and any other bonuses, and you have your power. Alternatively strictly use intelligence along with strength or constitution to show sheer mental ability backed up by physical brawn or endurance.
Luck (or Destiny): Luck – also often called Destiny – is all about the perception of some greater destiny involved. Not usually a moment-to-moment description, a person's luck is really the appearance of the broad flow of a person’s life: the general tendencies that are in store for them. Whether accurate or not, some have even likened luck to a person’s lifeline or lifespan – when one’s time is up, it’s up, but not ever before. This, really, is what is described by this ability – the fact that regardless of anything else, a person continues to escape death or make it through the tragedy… this time. It’s not their destiny, it’s often said, to die here and now. Tomorrow, maybe, but not today. To derive how “destined” a person seems, how much “luck” they apparently have, choose one of Constitution (to fortunately survive that wound) or Dexterity (to miraculously be out of the way when that explosion goes off) and one of Wisdom (to clearly recognize danger when it arises, and the proper response) or Charisma (to be able to get what you need when you need it). When you have chosen one physical ability score and one mental ability score, add them together plus ten and any other bonuses, and you have your Luck. Alternatively strictly use wisdom along with constitution or dexterity to show a clear understanding of one’s ‘destiny’ fortified by able body or quick reactions to work within it.
These ability scores are presented here so as tools for GMs and players alike to be able to play how others perceive a character whether player character or NPC, in various ways. Further, this tool can be used in any campaign and any setting as a way to help role play and develop the world at large and the people within it.
Appearance, Beauty, Sexiness:
Strength or Dexterity
Intelligence or Charisma
Competence, Power, Reliability:
Strength or Constitution
Intelligence or Wisdom
Destiny, Luck, Wyrd:
Constitution or Dexterity
Wisdom or Charisma
Strength: Beauty or Power
Constitution: Power or Luck
Dexterity: Beauty or Luck
Intelligence: Beauty or Power
Wisdom: Power or Luck
Charisma: Beauty or Luck
Anyway, here's my brief idea to add to this for now. I, too, have a lot of weird stuff to add, but too little time to add it. I'd encourage anyone else with this stuff to continue this thread.
Side Note: the origin of these scores is lost somewhere to my random searches online. I think I originally ran across "appearance" and "luck" while researching elven pregnancies for a campaign at some point and eventually wrote the above myself. I'm honestly not sure if the scores as written are original - if someone else claims to have come up with this idea first, they're probably right. However, I'm pretty sure what I've written above is completely original as are the methods of deriving the apparent ability scores. As a final reminder, while these scores can be used like the other six, I recommend against it over-all, as the game is balanced for six, not nine, and the other three are designed only so you can easily describe what kind of impression you leave over-all. This is strictly to facilitate role-playing, not to create too many new rules.
vBulletin® v3.8.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.