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16  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: December 16, 2014, 01:33:13 AM
  Because its such an absurdly powerful effect that each of the three attack types should/would have its own separate feat. The ranged version is Carnival of Carnage Smiley.
17  Products / Spycraft Third Edition / Re: Another gadget gone real on: December 16, 2014, 01:31:16 AM
I assume its going to be part of an ever evolving tri-corder Smiley.
18  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 11, 2014, 03:04:09 AM
Heft and recoil are, in my mind, only tenuously related.  My holdout pistol has a lot less heft, but felt more recoily than my service pistol.  The light and medium machine guns I used had similar hefts and similar kicks, though the medium had more of each.

  Then we're moving the right direction. Currently I've basically standardized recoil for all firearms and moved it of to the attack actions, rather than the gear. The other alternative would be to make heft a two part entry. : Base Heft (all attacks) and a per weapon modifier for when you're shooting fast enough that kick it a serious concern.

So the column might read H/R 12/+2. Add recoil once for 3 round bursts and once per point of RF during autofire and strafing. (at least I've been lead to believe hard recoil doesn't penalize accuracy at low rates of fire...)
 
19  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 11, 2014, 02:55:07 AM
Using what the tools Morg presented and it's normal use profile, it's 8X because 'standard' use is you fire until its empty and then slide a new clip in and repeat. You can top it off with loose rounds, but that's true of almost any magazine.

  It sounds like the weapon has both types of magazines? I'm guessing the chamber slurps rounds from an internal magazine, and the internal magazine draws form an external magazine if available? Does it just need a two-part ammo notation?

  (OTOH you can feed an M16 one round at a time by slipping them into the open chamber, but I'm not inclined to call it both an Omag and a breach loader Smiley.)
20  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 11, 2014, 02:50:05 AM
Uh, stupid question but is Extra supposed to work with Imags?
Isn't the design limitation of Imags that you can't squeeze in more ammo? Huh?

  Extras indicate it was designed that way at the factory Smiley. Its a way of customizing the baseline for modeling whole product lines rather than individual examples (which would be covered by applying upgrades to a specific item).
21  Community / License to Improvise / Re: Golem Grafts/Body on: December 10, 2014, 10:10:53 PM
  I like the basic structure of the pair but would shift things so that-
* Add "You may take species feats as if your species was also Unborn." to the first feat. That'll let you branch directly into some of the limb/body rearrangements from the first feat. You've shown your willingness to remodel your extremities.
* Split the second feat to give you some benefits and drawbacks of being a construct (with a net value of around 3 design points), with a more compete metamorphosis after the 1 action die giving you the full range of construct defenses. Construct is a powerful type, the extra cost to get 90% there seems pretty close.

  And yeah, its a pretty common trope that the ability to survive some horrific damage others can't usually means you will suffer that horrific damage at some point...
22  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 10, 2014, 02:37:56 AM
  So a service pistol in the hands of a largely average player combatant is do 1d8+2 with another +2(ish) form dex mod. 5-13. Full Sheath armor with additional lethal damage resistance will just barely absorb that - so far so good. Working my way up to rifles. I'm fairly pleased with double tap and 3rb adding threat range. Doesn't crank the raw numbers but opens up a lot of direct to dead potential against standard NPCs (while limiting the damage potential of massed standard NPCs without treacherous).
23  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 10, 2014, 02:33:02 AM
  Morphing weaponry is not beyond the scope of the Farthest Star tech base - the T-1000 would be considered a fairly common robotic application. Using programmable fluids for a morphing sniper barrel is a bit higher level of hardness and precision than I was planning on (call it expensive rather than impossible). That said, complete multiple weapons systems (e.g. slug thrower and gauss) are probably out. I'll have to see what gameplay characteristics define the assault rifle before commenting further. Simply changing tags may be the most important feature - in Mode A it tags as a sniper rifle and benefits from that feat chain. In Mode B it tags as an assault rifle engaging those feats. The basic chambering remains the same and it seems to draw form a single ammo type (which looked damn near to being a revolver cylinder being slapped into the frame...).

  Must admit I despise triggers on mech/power armor weapons. It is arch-madness to make weapon activation rely on a whole cluster of the smallest, most fiddly, least armored actuators on the whole machine. In my universe mecha fingers get crushed bumping into buildings and shot off by otherwise glancing hits. I am NOT having my weaponry disabled by random scuffing. Once I have the weapon locked in the hand grip, we're talking strictly electrical interlocks, preferably strong enough to induct through perfectly ordinary battlefield grime. I'm not in to slavish replication of the human form for its own sake. Personal smartguns don't rely (strictly) on mechanical triggers either Smiley. Eliminating trigger pull entirely (fire-by-wire) is one more vibration you don't have to deal with.


24  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 09, 2014, 04:23:17 PM
  Yup, gonna need another name Tongue. Kinda guessed that would happen. The number is NOT recoil. Its "does this weapon look good and feel good in the hands of a 14 year old girl with good range experience?" Bigger, heavier weapons are problematic for small shooters even when they are not firing. That's really what I want to model with that number. Hmm.

Edit: Trying out "heft". In my head this number asks "would you be ok holding the weapon at full extension from your body for 10-15 minutes or would you rather swap to a lighter gun?" On the bright side, it looks like a good general value to have for all weapons, not just guns. Heft could be used to describe bows of various pulls, and to manage some massive weapons like mauls more cleanly.
25  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 09, 2014, 04:14:19 PM
Quote
F'rex, for sidearms, I was considering these abilities: 1) Weapon Retention (making you much harder to disarm at close range), 2) Quick Reload (reducing time costs for all reloads), 3) Trick Shooting (Lessening several to-hit penalties that would be likely to crop up with sidearm use, such as for running and gunning as well as for guns akimbo). Each ability in that category would also grant a flat to-hit bonus for using sidearms. Other weapon categories would grant different single benefits (usually universal with an eye towards effectiveness in that category, with more powerful abilities explicitly locked to that weapon category only) while granting a cumulative benefit to weapons in that category. (Recoil reduction for automatic weapons, effective range increase for sniper rifles, that kinda stuff.)

Now, it's not strictly analogous to feat chains because those could have been picked in any order, but the idea was that a character would only have a limited number of those, maybe up to a half dozen or so, so this was a way to reward specialisation (via the cumulative benefit) while also encouraging the player to shop around the other trees for abilities that gelled with what they wanted that character to be good at - and picking up a minor specialisation benny for a wholly different weapon category along with that, to encourage characters who would be useful in multiple roles.

So...that project died, but I thought I'd air out those ideas here anyway. Maybe there's something in that approach you might find useful if you're trying to create gun types and feats that are good on their own while unlocking deeper synergy together.

Sumthin' like...

I Call Her 'Vera'
  Benefit: You may keep up to 4 rifles as prizes without them counting against the maximum number of prizes you may have. You also gain a bonus to attack checks with rifles equal to one-third the number of ranged combat feats you have (round all fractions down).
26  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 09, 2014, 03:24:57 PM
Ok, first blush numbers~

  Heft: Heft describes the manageability and the difficulty of controlling a readied weapon based on its weight, shape, and in the case of firearms the kick when the weapon is fired. If the weapon’s heft is greater than your Strength, you suffer a –3 penalty to hit and –1 threat range on attacks with that weapon. Your Strength is considered 2 higher when using both hands (even if it is a 1-handed weapon). Certain actions or tricks may increase or decrease a weapon's heft for that action, making the weapon more or less difficult to control.
  Ammo: How the weapon feeds ammo. Possibilities include~
  ● Cylinder: This weapon holds ammo in a revolver configuration, each round in a separate firing chamber. The magazine can be reloaded at the rate of 3 shots per use item action. Using a speed-loader allows the weapon to be completely reloaded with a single use item action.
  ● External Magazine (Xmag): This weapon uses a detachable magazine to group ammo for convenience. The receiver is often in the grip and is designed so the loaded magazine is flush with surrounding surfaces. Removing the old magazine (empty or otherwise) and inserting a different magazine takes a single use item action.
  ● Internal Magazine (Imag): This weapon stores a limited amount of ammo internally. The magazine can be reloaded at the rate of 3 shots per use item action.
  ● Open Magazine (Omag): A variant of the external magazine, this weapon’s magazine receiver or well will accept a range of high capacity magazines more often limited by legal statues than physical limitations. This includes drum-fed and belt-fed weapons. Removing the old magazine (empty or otherwise) and inserting a different magazine takes a single use item action.

Weapon        Heft   Dmg   Thrt  RoF    Range     Acc   Drop    Ammo  Qual   SZ/H  Cost
Sidearms
Snub Pistol     8    1d8    20  SS,DT   4/ 8/20 0/–4/–8 –1/–2  8 Xmag  -—    F/1h   25s
Light Pistol   10   1d8+1   20  SS,DT   6/16/30 0/–4/–8 –1/–2 10 Xmag  —-    D/1h   35s
Service Pistol 12   1d8+2   20  SS,DT   8/16/40 0/–4/–8 –1/–2 10 Xmag  —-    D/1h   45s
Heavy Pistol   14   1d8+3   19+ SS,DT  10/20/50 0/–4/–8 –1/–2 10 Xmag  —-    D/1h   55s
Hand Cannon    16   1d8+4   19+ SS,DT  12/24/60 0/–4/–8 –1/–2  8 Xmag  —-    D/1h   65s
Longarms
Mini SMG        8    1d8    20  SS,RF3  8/12/20 0/–4/–8 –1/–2   Omag   -—    D/2h   75s
Light SMG      10   1d8+1   20  SS,RF3 12/18/30 0/–4/–8 –1/–2   Omag   -—    T/2h  105s
Service SMG    12   1d8+2   20  SS,RF3 16/24/40 0/–4/–8 –1/–2   Omag   -—    T/2h  120s
Heavy SMG      14   1d8+3   19+ SS,RF3 20/30/50 0/–4/–8 –1/–2   Omag   -—    T/2h  135s


Features
  Choose up to 3. Each feature may be chosen only once.
  Extra Ammo (Imag or Xmag weapons only): Ammo increases by 2. +5s base cost.
  Fitted grips: Reduce heft by 1. +20s Base cost.
  Improved Recoil Reduction: Reduce heft increase from three round burst, autofire, and strafing by 1. +15s Base cost.
  Machine Pistol (Sidearms only): RoF becomes SS, RF2. Ammo become Omag. Size increases 1 category. +100% final cost.
  Rapid Fire (RF weapons only): RF increases by 1. Heft increased by +1. +50s base cost.
  Ruggedized: Construction becomes H3 (normally H1). +20s base cost
  Selectable 3-Round Burst (cannot have load 1+): Add 3RB to RoF. +20s Base cost.

SHOOTING ACTIONS

Single Shot
1 half action ● ranged attack ● 1 shot
  This is the basic attack with a firearm.

Double Tap
1 half action ● ranged attack ● 2 shots
  This attack gains +1 threat range.

Three Round Burst
1 half action ● ranged attack ● +1 heft ● 3 shots
  This attack gains +2 threat range.

Autofire
1 half action ● ranged attack ● +(2xRF) heft ● 5ΧRF shots
  This attack gains +1 threat range. Each time you hit with this attack you may make an additional attack check as part of the same action with the maximum number of additional attacks equal to the RF. Roll damage separately for each hit.

Strafe
1 half action ● ranged attack ● +(2xRF) heft ● 5xRF shots
  Choose a 45-degree cone (see diagram). Proceeding in order from nearest to farthest, each character in the cone with line of sight to you must make a Reflex Save (DC 10 + the weapon’s RF – range penalties) until a number of characters equal to the weapon’s RF have failed or you run out of targets. Each character that fails take a single hit from the weapon. Roll damage for each hit separately.

Emptying the Weapon
  Weapons with less than the intended amount of ammo remaining for their slowest rate of fire may still get off a final shot, reducing the ammo to zero. A weapon with only 1 shot remaining may be fired as a single shot weapon even if it does not normally have that rate-of-fire. A weapon with 2 shots remaining may be fired as a double tap by a weapon with the three round burst or rapid fire. A weapon with 3 to 5 shots remaining can be fired as a RF1 attack by a weapon with the rapid fire rate-of-fire with a –2 penalty to all attack rolls. A weapon with 6 to 10 shots remaining can be fired as a RF2 attack by a weapon with RF2 or higher (with 11-15 shots remaining as RF3, 16-20 as RF4, etc.).
27  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 09, 2014, 09:38:03 AM
Funny, as I had been mulling over how much detail I'd wanted to go into on "modern propellants". I think I'd decided to mention that that current standard propellant was a gel rather than grains of powder, and leave it at that. I was planning to keep some version of brass, because it has interesting implication for forensics in the setting as much as heat properties.
28  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 09, 2014, 01:30:22 AM
As long as we can do gauss/gunfoam pistols, multicannons, and plasma cannons with plasma rocket modes.

Other than not immediately recognizing gunfoam, yeah, that's all a definite goal of this pass.
29  Community / License to Improvise / Re: [Farthest Star] So, guns... on: December 09, 2014, 01:29:21 AM
Why not 5/7/10?

  Within the class design system there is a parity/exchange between 3 vitality and 2 skill points per level. 5/7/10 would mean that 8 skill point/5vitality classes aren't paying enough for their skill points, and as skill points already tend to overshadow vitality in total utility (in large part because of the high base for vitality) I don't want to make 8 skill point classes any more appealing (relative to other configurations) than they already are.

Quote
Like the simple breakup of Sidearm & Longarm.  Add an "Other" for everything else?

  There are likely to be other modern weapons (and related proficiencies) but I can't immediately think of firearms that won't fit within the 2 category framework. Edit: hmm. Firearms you don't hold up might be a third category, maybe. Vehicle weapons are definite in their own proficiencies.

Quote
I'm good with a large range for boomsticks, as a reasonable reflection of reality.  YMMV.  (I also like a excuse to break out my dodecahedrons.)

  "Large range" will likely arise from the combinational behavior of upgrades. In terms of basic stat lines, I'd like to see 30 or less. Basically a little broader than the common arsenal of shooters, but only a little broader. I'll scrounge the MAG for a rough list, but basically one line for each of the categories seen there.

  I'm also leaning towards using the Stormsurge format of 3 range brackets, with range penalties and drop and damage drop-off as seen there. A lot simpler than SC2's 5-10 range increments. Controlling those values independently is useful for modeling different technologies on the same frame (super flat trajectories from gauss weapons for example).

Quote
Tell me more about the companies and how their weapons are different.  (Vaguely sarcastic:  As a gun bunny I want All The Choices, especially in a way that reflects the @120 years of "modern firearms," but I totally see how a) physics-wise they aren't all that different; b) game-mechanics wise there are actually maybe a dozen sidearms in the world and the other 700 are fluff that really should be left to GMs/players who really care about that sort of thing.

Manufacturer Upgrade
Phuleproof Munitions +20% base cost.
  Requires an additional action dice to activate any error as a mechanical failure of the weapon. 90% ammo (round down)

  A good reliable weapon, with emphasizes safety over ammo and commands a modest premium that makes it more popular with collectors and specialists rather than large scale buyers.

  Since there's only one manufacture 'slot' per weapon, you have opportunity costs.

  On the accuracy thing, I was thinking that certain feats would offer bonus to hit with certain weapon types - in the hands of a typical shooter, the better heat distribution and reduced barrel warping of a bull barreled sniper rifle is meaningless... but to the master, it's a significant boon. The tagging (bull barrel) would be on the weapon, but the benefit (would be on the feat when using weapons with the tag.
  Good shooting form would also be encouraged through stand alone tricks bought with proficiencies. World of difference between a trained agent with the wherewithal to use a perfect teacup grip even while ducking and rolling vs a punk waving a gun around every which way. A good grip stance is might let you handle a larger weapon comfortably, while forte continues to provide the straight +1 to hit.
30  Community / License to Improvise / [Farthest Star] So, guns... on: December 08, 2014, 08:59:56 PM
  So, I've been musing over weapons for Farthest Star. Damage tracks are interesting things, influenced from 4 corners (character wounds/vit, armor values, weapon damage, and heal rates).

  For vitality I'm looking at 4/7/10 points per level (down from 6/9/12) as a way of both increasing the danger during combat and making the low skill point classes more appealing/relevant in a more civilized setting. It has the added benefit of increasing the impact of the Constitution modifier contribution, an attribute that could use some loving (Determination in New Pie).

  I've been going over the armor values HERE. While they work pretty well, I may increase the medium and heavy protection slightly just to get clearer differentiation between the levels.

  For firearms, I have a couple of goals:
  Two proficiencies: Sidearms & Longarms. This is basically a 1-hand/2-hand split. There will be some creep with 1-hand weapons than have a second (optional) grip and a few longarms short enough to be dual wielded by Rambo fans.
  A Strength score requirement for "comfortable use". I'm looking for this to be a binary state - either the gun is comfortable for a person of your size/strength or its a bit overwhelming (Fitness in New Pie). Weapons will be broken into separate base stat lines keyed to this value (i.e. several sizes of pistols suited to a range of users).
  Damage values for the weapons should be more consistent within class - the dice will be there to introduce variability into the outcome rather than the bulk of the damage for larger weapons. I've really enjoyed the fixed damage values in the Storm Surge rules and will be leaning more that way here. The cornerstone ATM is I'd like the most generic widely used pistols (largely analogous to the 9mm) damage to be 1d8+1. A lighter pistol would be 1d8 and heavier pistols would be 1d8+N. The d8 is the variability for all of them. Dex mod will be added to damage.
  Double tap and 3-round burst should resemble the tricks we see now. They will only penalize your attack check if the weapon is too big for you (see above). In other words, getting shot up will HURT.
  A simple 'Rapid Fire' value that ties into autofire attack tricks. While I expect this value to be applied from a design balance perspective, I will try to set up a workable conversion sidebar should people want to import real weapons into the toolset.
  As this is a near future/sci-fi tool, I will be shying away from specific weapons and specific ammo caliber information. However, I do look forward to introducing gun companies and their product lines as a craftsmanship upgrade.
  I am looking to make to hit rolls with guns slightly more difficult than melee combat as a general rule. That said, the weapons themselves will probably NOT have a significant contribution positive or negative to the attack check. I want this aspect of combat to be primarily based on shooter's skill. (Ok, a weapon in really terrible condition might have an accuracy penalty, but It's going to be a lot more granular in this regard). Cover is going to be highly emphasized. A lot. No, probably more than that even.

  I hope to rough-in some tables for discussion shortly, but this should explain my thinking Smiley.
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