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    SCENARIO INFORMATION & RULES

    MAS
    MAS
    Admin


    Posts : 3602
    Join date : 2011-09-12

    Character Information
    Hit points:
    SCENARIO INFORMATION & RULES  Left_bar_bleue60/112SCENARIO INFORMATION & RULES  Empty_bar_bleue  (60/112)
    Action Points:
    SCENARIO INFORMATION & RULES  Left_bar_bleue0/0SCENARIO INFORMATION & RULES  Empty_bar_bleue  (0/0)
    Character Sheet:

    SCENARIO INFORMATION & RULES  Empty SCENARIO INFORMATION & RULES

    Post  MAS Mon Jan 11, 2021 5:54 pm

    RULESET/CHARACTERS: 

    https://thetrove.is/Books/Dungeons%20%26%20Dragons%20%5Bmulti%5D/5th%20Edition%20%285e%29/3rd%20Party/DEM/ 

    ULTRAMODERN 5 is a 5th Edition based "modern" rule set. There are five Lvl 4 pregen Characters in the "Player Characters" appendix, each tester should select one. They can be duplicated if folks want, or you can spread out and try some different classes, but lets keep it to these pre-gens for now for ease. This a is a test and I've no intention of it being related to future games, other than to sketch out some ideas and poke around this other system. 

    Please copy/paste your chosen character into the CHARACTER'S thread - All in the same thread, please! - and provide a picture for a token. 




    PLOT ARMOR (Hit Points) and ENDURANCE (Exhaustion Mechanic):

    Action/Military/Espionage type action with firearms doesn't make a lot of sense in 5e DnD rules. It gets silly to think about characters and villains taking a half dozen hits and still being on their feet because the HP toal hasn't been reached. It just doesn't portray the lethality, or look very cinematic. One interesting way to approach this is to consider HP to be "Plot armor". A "hit" doesn't necessarily mean someone is bleeding, but it represents their luck/cover/endurance dwindling as the fight unfolds. Hitting "0" HP then forces death saves as usual - THATS the one that got you. I also want to portray a more lethal aspect of firearms, so I've homebrewed this ENDURANCE system that incorporates levels of exhaustion into the mix. A quick refresher on the effects of exhaustion:

    Levels
    1; Disadvantage on Ability Checks
    2; Speed Halved
    3; Disadvantage on Attack Rolls and Saving Throws
    4; HP Maximum is Halved
    5; Speed = 0
    6; Death (saves as per 0 HP)



    1. ENDURANCE Score: Add all ability modifiers together = ENDURANCE. Spend 1 point to negate 1 level of exhaustion at time of damage. Pool refreshes after a long rest. Drop max END by 1 point to refresh with a short rest. Max is restored to full after long rest. Characters gain +1 Endurance every even level as they advance. 
    2. MODERN LETHALITY: Any attack that deals more HP dmg than the target’s current ENDURANCE score also deals 1 level of exhaustion.
    3. HEAVY METAL: Any “heavy” weapon attack that deals more HP dmg than the target’s current ENDURANCE score also deals 1d2 levels of exhaustion. Any “super-heavy” weapon attack that deals more HP dmg than the target’s current ENDURANCE score also deals 1d3 levels of exhaustion.
    4. OVERPRESSURE: Any explosive attack (grenade, artillery, demolitions, etc.) that deals more HP dmg than the target’s current ENDURANCE score also deals 1d4 levels of exhaustion, and forces CON save vs DC 10 or be STUNNED for 1d4 rounds.
    5. TRAUMATIC CRITICAL: Any critical hit also deals 1d6 exhaustion levels. 
    6. COMBAT ACTION - AIM: Expend a full round action and make a concentration check to increase exhaustion levels delivered by an attack. 1 full round of Aiming inflicts two exhaustion levels on the next attack. Contiguous rounds stack, up to 3 rounds/6 levels. On the 4th round, an attack that hits will inflict 6 levels of exhaustion and force an immediate death save. AIM can be used with Melee, Ranged, and Thrown weapons.





    SIMULTANEOUS DECLARATIONS:

    Phase 1: All Players make declarations at once, to include initiative roll. Initiative roll determines "order of effect" within the resolution. 
    Phase 2: GM resolves the delacred actions, inserting the result of the encounter's moves/attacks into a summary narrative of the round.
    Phase 3: GM specifies and resolves Reactions/Saves/interrupts to finalize the round's results, Map is updated. 
    -Repeat Phases- 




    STRUCTURED PLAY: 

    Id like to request/institute a 24 hour Phase deadline, including the GM, in an effort to see if we can crank out more rounds in a given week. I think we could easily do a round per day if all participants check in daily. That's one post daily, one of which may be as simple as "Stats updated, No adjustments/reactions taken". 

    If a player misses the update deadline, the GM will conduct a basic move/attack round with the characters survival in mind, in their stead, and the game will drive on. Situations that pose an immediate/death situation will warrant extra time for the GM to ping  the player. You wont miss a round and come back to a dead character.

      Current date/time is Tue May 07, 2024 5:08 pm