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Recent Posts

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91
No they weren't. They were never popular with the vast majority of Russians.

They where the least unpopular which matters in this case.

Nope. The Peasant's Party were far more popular. The Bolsheviks were just better organised and more ruthless.
92
@Erik Diaz & Chris24601

Modifiers to hit : Untrained, Trained, Expert, range & RoF

Mofifiers to range: Calliber (not getting into 100's of guns/ammo) ex. Small, Medium, Large

Modifiers to Dmg: RoF, Calliber, Training & Range

Small guns are everything from .22 to .25, Medium .32 to .38s, Large .45 and up. Thinking of adding a "Magnum" type of gun, but it needs to be available to several callibers, so it would increase the price of the gun and ammo and the Dmg it does.

Might include "stingy" guns, this would be your derringer type guns with one or two shots before reloading.

Already did the research for the real range of all the firearms and bows, it's way larger than what you usually find on games that have modern firearms. What you usually find is ~1/10th of the real range and some times less than that (WTAFF!?).

The gun porn will maybe be an apendix.
My only suggestion for calibers is to instead do "muzzle energy" since that way you can more easily distinguish between pistol and rifle calibers (a 5.57mm rifle round is of lower caliber than a 9mm pistol round, but is longer and carries more energy.

My suggestion would be very low (for things like thrown knives and the like), low (.22LR and the like), medium (9mm pistol and comparable), high (large pistols, small rifles) and very high (large rifles).

Oh, rifles are their own beast, as in they have their own range, Dmg and "calliber". Off course I'm doing the same (Small, Medium, Large) with the sniper added to increase range.

Same for Machineguns, etc.

Only stuff like flamethrowers, bazookas have only one "size".

Yeah, small calibers should do less damage, my thinking is that in a crit the damage increases by a factor of 2? And include the roll to see what you hit table.

Or maybe do it by how much did you overcome the target's AC? This is faster, so for every X ammount you overcome the AC the damage increases by factor Y.
93
@Erik Diaz & Chris24601

Modifiers to hit : Untrained, Trained, Expert, range & RoF

Mofifiers to range: Calliber (not getting into 100's of guns/ammo) ex. Small, Medium, Large

Modifiers to Dmg: RoF, Calliber, Training & Range

Small guns are everything from .22 to .25, Medium .32 to .38s, Large .45 and up. Thinking of adding a "Magnum" type of gun, but it needs to be available to several callibers, so it would increase the price of the gun and ammo and the Dmg it does.

Might include "stingy" guns, this would be your derringer type guns with one or two shots before reloading.

Already did the research for the real range of all the firearms and bows, it's way larger than what you usually find on games that have modern firearms. What you usually find is ~1/10th of the real range and some times less than that (WTAFF!?).

The gun porn will maybe be an apendix.
My only suggestion for calibers is to instead do "muzzle energy" since that way you can more easily distinguish between pistol and rifle calibers (a 5.57mm rifle round is of lower caliber than a 9mm pistol round, but is longer and carries more energy.

My suggestion would be very low (for things like thrown knives and the like), low (.22LR and the like), medium (9mm pistol and comparable), high (large pistols, small rifles) and very high (large rifles).
94
I admit, I always liked Paizo's refluff of goblins as barely-sapient psychotic eating machines. They were just dangerous enough to be taken seriously, but not without a kind of absurd humor in their disjointed actions.

If you want intelligent humanoid opponents, opt for orcs or hobgoblins.

this is my take as well.

Goblins are a scourge. They consume and breed at frightening pace as survival mechanism to outpace other creatures. They are tribal, they don't give a shit about "civilization" beyond their ability to force others to do their bidding in the search of resources by strength or coercion.



This resembles my take on *orcs*, frankly. A bit less on the fecundity, combined with a high-enough infant mortality rate, keeps orcs out of the "swarm" category. OTOH, orcs will mate with *anything* humanoid, and with great interfertility.
95
@Erik Diaz & Chris24601

Modifiers to hit : Untrained, Trained, Expert, range & RoF

Mofifiers to range: Calliber (not getting into 100's of guns/ammo) ex. Small, Medium, Large

Modifiers to Dmg: RoF, Calliber, Training & Range

Small guns are everything from .22 to .25, Medium .32 to .38s, Large .45 and up. Thinking of adding a "Magnum" type of gun, but it needs to be available to several callibers, so it would increase the price of the gun and ammo and the Dmg it does.

Might include "stingy" guns, this would be your derringer type guns with one or two shots before reloading.

Already did the research for the real range of all the firearms and bows, it's way larger than what you usually find on games that have modern firearms. What you usually find is ~1/10th of the real range and some times less than that (WTAFF!?).

The gun porn will maybe be an apendix.
96
I admit, I always liked Paizo's refluff of goblins as barely-sapient psychotic eating machines. They were just dangerous enough to be taken seriously, but not without a kind of absurd humor in their disjointed actions.

If you want intelligent humanoid opponents, opt for orcs or hobgoblins.

this is my take as well.

Goblins are a scourge. They consume and breed at frightening pace as survival mechanism to outpace other creatures. They are tribal, they don't give a shit about "civilization" beyond their ability to force others to do their bidding in the search of resources by strength or coercion.

97
Mechanistic "games" will always represent physical conflicts better than social conflicts, because the latter are not mechanistic. Same fundamental issue that is present in videogames. I think combat tends to beat out environmental obstacles as the primary conflict type (broadly) since environments generally don't have agency.
98
Perhaps the belief that everyone has it so good is itself a sign of losing perspective.
The west is the only place I have travelled too where the homeless turned down my change (after asking for it) because they didn't find it significant enough. Beggars could literally be choosers.

Coming from a failed ex-soviet state, you are high off your tits in terms of privileges and advantages. Even in the current decayed state of society, you are still high off your tits.

Not counting the homeless, most of what the USA calls it's poor are swimming in privileges and advantages, I wish they would come to México so I could give them a tour of the real poverty people elsewhere have to survive in.

Just imagine having a cellphone, TV, Fridge, and a game console and thinking you're poor...

We call that lower middle class here.
99
Not specifically about guns, but when asked about granularity I usually say the correct answer is "seven".

Five works too - say, a d4 to d12, and maybe critical hits form guns multiply the damage by three or more, assuming you have 10 to 15 HP. For example, you could die form a .22 but it is unlikely unless it is a good shot.

https://methodsetmadness.blogspot.com/2015/12/granularity-ideal-level-of-detail.html
I didn’t get it from that particular blog, but did reach pretty similar conclusions for my own system.

PC attributes range from -1 to 5 (a spread of 7). The range of conditional combat modifiers is effectively 5 (“disadvantage”+weakened effect, “disadvantage”, no modifiers, “advantage”, “advantage”+critical effect). Damage dice run d4 to d12 (5 steps). Monsters are built with one of 5 ratios for hit/damage relative to their level (very accurate, accurate, average, damaging, very damaging).

Overall, I think for variables (vs. constant modifiers) I think a range of 5 is probably best. I’ve read a lot of complaints about the relative lack of granularity in advantage/disadvantage where 1 advantage cancels all disadvantage and multiple advantages or disadvantages don’t matter… but in my play-testing add the two extra layers and making a sliding scale rather than one good completely countering all bad (and visa versa) did a lot to eliminate that feeling among those I tested it with.
100
These distinctions provide me as the DM with some neat racialized and cultural distinctions for the goblins, as well as a wide selection of character types and styles of play, whether as NPC opponents or some kind of allies for Player Characters. In addition, such flexibility and scope also provides space for a Player Character to have a Goblin character if they desired such a character.

The problem with this approach is one of niche protection. If you have savage goblins living in swamps, what's the point of Bullywugs. Desert dwelling goblins then no need for Gnolls. Etc. I've found that over the years I've been radically reducing the number of type of monsters running around. Ogres, giants, Titans, Ettins, Cyclops, Amazons, et al are one race. Manticores, Chimeras, griffons, displacer beats, et al are type of creature spawned from chaos. And thus, goblins ended up as nothing but runt orcs in the same manner as Trollkin.
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