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Thread: d20 steam-punk ideas.
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2007-05-01, 05:01 PM (ISO 8601)
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d20 steam-punk ideas.
d20 modern gets alot of things way out of whack. There are many ways to make the weapons in them more realistic and they fail miserably. The Koga may not make a whole supplemental thing, but here are just some examples. If there's enough demand, The Koga will do more to revamp d20 modern to accomodate for it's lackluster offical version. But moreso The Koga likes steampunk over actual modern. Guns are cool, but it seems redundant to have over twenty types of guns when all you need is to have a few and put them in the exotic weapon category...
Revolver (six shooter) Price: 190gold.
Damage: 1d12. Critical: x3. Range: 200ft. Weight: 6lbs.
Special properties1:
When shooting the revolver, the person who shot it must make a fortitude saving throw of 10 or become deafend for 1d4 rounds.
Special properties2:
When shot with the revolver, the opponent must make a fortitude saving throw of 16 or become prone.
Revolver bullets. (6). Price: 6gold. Weight: 3lbs.
-so a gold peice per bullet-
The high price is symbolic of the high demand for a weapon that can apply so much force in it's attack as to make someone fall on thier backside (hense prone), and do exceptional amounts of damage. It also weighs little more then an average melee weapon do to it being just condensed metal to hold the bullets within. The loud boom is the reason you could temporaily become deafend and also serves as a game balancing mechanism. Mages may not want to use guns do to deafness hindering verbal components. Also the revolver has the best range of any ranged weapon, do to it's impecible speed and aerodyamic qualities.
Poison is another problem, most poisons just do physichal stat damage. Poison doesn't work like that! Most poisoneous effects are passive aggressive. Take cyanide, it bassicaly deals 3d6 con damage if you fail big-time. This is how it should look. (Note: An ounce of poison could probably make about five weapons poisenous.)
Cyanide Price: 30gold for a 1oz vial. Craft DC: 10.
Save DC: 18.
Innitial damage: 1d2 strength damage.
Secondary damage: Blindness.Last edited by Koga; 2007-05-01 at 05:05 PM.
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2007-05-01, 05:04 PM (ISO 8601)
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Re: d20 steam-punk ideas.
this is why i use Sorcery and Steam, a much better d20 approch to steampunk
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2007-05-01, 06:45 PM (ISO 8601)
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Belkar's Bad to the Bone.
Dispossible a fetter hein and bemay kine a sinder's tock.
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2007-05-02, 11:54 AM (ISO 8601)
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Re: d20 steam-punk ideas.
Wait, what? Are you sure you are familiar with Newton's third law of motion?
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2007-05-02, 12:10 PM (ISO 8601)
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Re: d20 steam-punk ideas.
Obviously not, that or he's overlooked it for dramatic effect (as is done in much of hollywood).
Honestly I think the D20 Modern massive damage save is the way to mimic this. The majority of the time someone goes down after a gunshot it's not the force of the impact knocking them back but their injuries and shock. Therefore the d20 modern massive damage systme (if an attack does more damage than the targets Con score they must make a Fort save or fall to negative 1 hit points and become prone) is the best way to model this without disturbing suspension of disbelief.
Also your position that the cost represents the high demand for the weapon and its extrodinary capabilities and yet its not that much more expensive than a long bow, yet compared to the long bow it does more damage, at greater range and has special properties as well. Some of this is covered by making it exotic however not all of it, and if you're going to argue cost as a balancing factor then you really need to drive that point home by pricing it significantly higher than lesser supplementary goods.Last edited by Morgan_Scott82; 2007-05-02 at 12:17 PM.
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2007-05-02, 12:10 PM (ISO 8601)
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2007-05-02, 03:33 PM (ISO 8601)
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Re: d20 steam-punk ideas.
Well, the more likely thing is any bullet which hit like that would rip through someone's innards, without moving the rest of them.
Belkar's Bad to the Bone.
Dispossible a fetter hein and bemay kine a sinder's tock.
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2007-05-02, 03:55 PM (ISO 8601)
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Re: d20 steam-punk ideas.
Lets give this some explanation for those not very familiar. this basically means that if an object is to gain speed it needs to ‘push’ against something in order to move. The law also says that the energy that the object gains has equals the energy the thing it pushes against is forced to endure. This means that if a bullet hat the speed to push somebody back the gun firing it should as well gain such an energy from firing the bullet. Taking in to account things like air friction and the gun would do more damage to the shooter than the target.
I’m sure I am making some small mistakes here, please correct.Your Personal Undead
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2007-05-02, 04:01 PM (ISO 8601)
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2007-05-02, 04:04 PM (ISO 8601)
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Re: d20 steam-punk ideas.
Your Personal Undead
Other Avatars:
Spoiler
by dr. bathand, Kpenguin and Fay Graydon
You don't have a soul. You are a Soul. You have a body.
-C. S. Lewis
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2007-05-02, 04:06 PM (ISO 8601)
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2007-05-02, 04:50 PM (ISO 8601)
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Re: d20 steam-punk ideas.
Why would you give a pistol a 200 foot range increment? Have you ever fired one? Pistol engagement ranges are much shorter than that. The maximum effective range of a [link=http://www.military-net.com/education/mpdweapons.html]modern .45 pistol[/link] is about 50 meters - less than a single range increment according to your statistics.
Here are some steampunk-era weapons I converted to d20 statistics from a GURPS sourcebook when I was running a campaign set in the Great Game in Central Asia. If you steal them and maybe rename them it will save you a lot of work.
{table=head]{colsp=6}Handguns (require the Personal Firearms Proficiency Feat)
Name|DMG|Range|ROF|Ammo|Size|Weight
Adams .32cl (England)|2d4|20 ft.|S|6 cyl.|Small|2 lb.
Adams .36cl (England)1|2d6|40 ft.|S|6 cyl.|Small|2 lb.
Adams .442cl (England)1|2d6|60 ft.|S|6 cyl.|Small|3 lb.
Adams .500cl (England)1|2d8|65 ft.|S|5 cyl.|Med.|4 lb.
Webley No.1 .450cl (England)|2d8|60 ft.|S|6 cyl.|Small|3 lb.
Webley No.1 .455cl (England)2|2d8|80 ft.|S|6 cyl.|Small|4 lb.
Nagant M1871 10.4mm (Belgium)|2d8|75 ft.|S|6 cyl.|Med.|4 lb.
Nagant M1878 9mm (Belgium)|2d6|60 ft.|S|6 cyl.|Small|3 lb.
Nagant M1883 9mm (Belgium)|2d6|60 ft.|Single|6 cyl.|Small|3 lb.
Gasser 1870 11.25mm (Austrian)|2d10 |75 ft.|S|6 cyl.|Med.|5 lb.
Gasser 1878 9mm (Austrian)|2d6|40 ft.|S|6 cyl.|Small|3 lb.
Gasser 1882 11.25mm (Austrian)|2d8|65 ft.|S|6 cyl.|Med.|5 lb.
Reichsrevolver M1879 (Germany)|2d8|75 ft.|Single|6 cyl.|Small|4 lb.
S&W Russian .44cl (Russia)|2d8|75 ft.|Single|6 cyl.|Small|4 lb.
Colt Dragoon (USA)1|2d8|75 ft.|Single|6 cyl.|Small|3 lb.
Colt Navy (USA)1|2d6|60 ft.|Single|6 cyl.|Small|3 lb.
Colt 1-shot .41 (USA)1|2d4|10 ft.|Single|1 int.|Tiny|1 lb.
Colt Model 1873 (USA)|2d10|75 ft.|Single|6 cyl.|Med.|5 lb.
.22 knuckleduster (USA)|2d4|10 ft.|S|7 cyl.|Small|2 lb.
.32 knuckleduster (USA)|2d6|10 ft.|S|5 cyl.|Small|3 lb.
Remington 2-shot .41 (USA)|2d4|10 ft.|S|2 int.|Tiny|1 lb.
Remington 1875 .44-40 (USA)|2d8|80 ft.|Single|6 cyl.|Small|3 lb.
S&W American .44 (USA)|2d8|75 ft.|S|6 cyl.|Small|3 lb.
.44 RF Starr Army1 (USA)|2d8|65 ft.|S|6 cyl.|Small|3 lb.[/table]
{table=head]{colsp=6}Longarms (require the Personal Firearms Proficiency Feat)
Name|DMG|Range|ROF|Ammo|Size|Weight
Baker Rifle .625 flintlock (England)1|2d12|150 ft.|Single|1 int.|Large|15 lb
Baker Rifle .625cl (England)1|2d12|150 ft.|Single|1 int.|Large|15 lb.
Charleville .69 flintlock (England)1|3d10|50 ft.|Single|1 int.|Large|17 lb.
Charleville .69cl (England)1|3d10|50 ft.|Single|1 int.|Large|17 lb.
Enfield 1853 .577cl (England) 1|2d10|125 ft.|Single|1 int.|Large|14 lb.
Lee-Metford .303 (England)|2d8|190 ft.|Single|9 int.|Large|16 lb.
Mauser 1871 11mm (Germany)|2d10|125 ft.|Single|1 int.|Large|15 lb.
Mauser M1888 7.92mm (Germany)|2d12|200 ft.|S|5 int.|Large|15 lb.
Austrian 11.25mm (Austria)|2d10|95 ft.|Single|1 int.|Large|15 lb.
Mannlicher M88 8mm (Austria)|2d10|100 ft.|S|5 int.|Large|16 lb.
Hawkens .50cl (USA)1|2d12|185 ft.|Single|1 int.|Large|18 lb.
Sharps Carbine (USA)|2d8|130 ft.|Single|1 int.|Large|9 lb.
Spencer .56 (USA)|2d10|105 ft.|Single|8 int.|Large|16 lb.
Springfield .50-70 (USA)|2d12|95 ft.|Single|1 int.|Large|15 lb.
Winchester 76 .45 (USA)|2d10|125 ft.|S|16 int.|Large|13 lb.
8ga. Shotgun (single)|2d12|25 ft.|Single|1 int.|Large|15 lb.
10ga. Shotgun (single)|2d10|25 ft.|Single|1 int.|Large|15 lb.
12ga. Shotgun (single)|2d8|25 ft.|Single|1 int.|Large|14 lb.
14ga. Shotgun (single)|2d8|25 ft.|Single|1 int.|Large|13 lb.
16ga. Shotgun (single)|2d6|25 ft.|Single|1 int.|Large|12 lb.
8ga. Shotgun (double)|2d12|25 ft.|S|2 int.|Large|15 lb.
10ga. Shotgun (double)|2d10|25 ft.|S|2 int.|Large|15 lb.
12ga. Shotgun (double)|2d8|25 ft.|S|2 int.|Large|14 lb.
14ga. Shotgun (double)|2d8|25 ft.|S|2 int.|Large|13 lb.
16ga. Shotgun (double)|2d6|25 ft.|S|2 int.|Large|12 lb.
Winchester 1887 10ga.|2d10|25 ft.|S|5 int.|Large|15 lb.
Jezail flintlock (Middle Eastern)1|2d8|180 ft.|Single|1 int.|Large|20 lb.[/table]
{table=head]{colsp=6}Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
Name|DMG|Range|ROF|Ammo|Size|Weight
Maxim Gun (Machine Gun) .30 cal.1|2d8|100 ft.|A|Linked|Huge|25 lb.
Gatling Gun (Machine Gun) 1.00 cal.1|3d12|100 ft.|A|Linked|Huge|120 lb.
8-inch Howitzer|10d10 Burst|400 ft.|Single|1 int.|Huge|2500 lb.
10-inch Mortar|10d12 Burst|300 ft.|Single|1 int.|Huge|2000 lb.
7-pound Gun (Field Gun)|5d10|200 ft.|Single|1 int.|Huge|200 lb.
40-pound Gun (Field Gun)|10d12|400 ft.|Single|1 int.|Huge|3000 lb[/table]
1 - this weapon will misfire on a critical failure
2 - this weapon is considered masterwork
Also, I'd stay away from trying to balance a weapon by causing deafness, etc. Casters won't want to shoot you anyway - they have worse things to do to you. Just make the guns fairly balanced to begin with and you won't have to worry about it, and don't worry about making guns better than bows - it's a steampunk setting, after all.Last edited by Vorpal Pete; 2007-05-02 at 04:55 PM.