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Author Topic: Johannixx's d20 Modern Shotgun Rules  (Read 4042 times)
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Johannixx
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« on: July 05, 2008, 12:26:30 PM »

Hey all,

With the reshuffle of the WotC boards, and the migration of most of the tactical minds to this forum, I thought it the perfect time to resurrect/update my d20 Modern shotgun rules.

1.  12-gauge 2-3/4" shells have a base damage of 2d10.  3" Magnum shells deal +1 damage and have an increased range increment.  3-1/2" Super Magnum shells deal +2 damage and have an increased range increment.
2.  Shot rounds have 5 range increments, slugs have 10 range increments.
3.  Birdshot has half the range increment of buckshot.
4.  Shot rounds get -1 to hit and damage per range increment, instead of the normal -2 to hit and no penalty to damage.  Slugs are treated as normal projectiles.
5.  Shot rounds ignore the target's size bonuses to AC.
6.  New feat, to be described shortly, called Fast Pump.  This allows the user to fire a pump-action shotgun with a RoF of 'S' instead of 'Single'.
7.  Far Shot does not work with shot rounds
8.  Precise Shot works normally with shot rounds, but only within the first range increment, and reduces damage by 2 (since you can't effectively nail someone with the full shot pattern)
9.  'Standard' choke is Improved Cylinder.  This allows shot rounds and slugs to be fired without penalty.  Modified choke adds 5' to range increment, but prevents slugs from being used.  Full choke adds 10' to range increment, but prevents slugs from being used.
10. Shotguns have four types of sights:  Bead/Ramp-and-bead, ghost ring, rifle and red dot sights.  Bead sights are fast, but lack accuracy for mid- or long-range slug work.  Rifle sights have good accuracy for slug work, but are slower than beads.  Ghost rings are a good compromise with decent speed and decent accuracy.  Red dots (such as an Aimpoint Micro T1) are fast AND accurate, but expensive and most shotguns require modification in order to mount one.  Any ideas for differentiating between them, or is that too micro-managing for Modern?
11.  Longarms with barrels shorter than 14" count as Medium for the purpose of the Close Combat Shot ability.  Rifle-caliber weapons with short barrels have a -1 equipment penalty to damage due to the lower muzzle velocity.
12.  A character with a shotgun using shot rounds who misses by 2 or less deals half damage to the target (essentially only hitting with part of the shot pattern)

22 July 2008 - Added rules 11 and 12 (short barrel rules and partial pattern hit rule)
« Last Edit: July 23, 2008, 12:18:19 AM by Johannixx » Logged
Doctor Monocle
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« Reply #1 on: July 05, 2008, 03:51:16 PM »

Thanks Johannixx!
I've been trying to come up with a few good shotgun rules...this saved me some work!

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Tema69
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« Reply #2 on: July 05, 2008, 04:49:11 PM »

Yea, I see you changed it a bit, Johanixx. Good to see you here too.

@Doctor Monocle: Hey Type2, good to see you too.

Edit: About various sights, I don't know much about the various Iron Sights, but in our game, we allow Reflex Sights, Dot Sights and Laser Pointers to grant a +1 to hit within 30 ft., and a +1 to Initiative if the user intends to fire his weapon or otherwise aim it. Laser Pointers only grant this bonus in low-light conditions.
« Last Edit: July 05, 2008, 04:52:56 PM by Tema69 » Logged

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Johannixx
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« Reply #3 on: July 05, 2008, 08:11:41 PM »

Fast Pump
Pre-requisites:  Point Blank Shot, Weapon Focus (Pump Shotguns)
Benefit:  A character with this feat can treat any pump-action shotgun as if it had a RoF of 'S' rather than 'Single'.
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Johannixx
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« Reply #4 on: July 05, 2008, 08:16:59 PM »

Perhaps this could be the way to differentiate between sights:

Bead/Ramp-and-Bead:  +1 to initiative during a round in which the character fires the weapon, -1 to hit with slug rounds, increases to -2 past the fifth range increment

Rifle Sights:  No effect

Ghost-ring sights:  +1 to initiative during a round in which the character fires the weapon, -1 to hit with slug rounds past the fifth range increment.

Red dot sights:  +1 to initiative during a round in which the character fires the weapon
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Tema69
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« Reply #5 on: July 06, 2008, 12:57:58 PM »

Why not just use Rapid Reload instead of a new feat? Or perhaps RapidReload+WeaponFocus(Shotgun)?

I guess the initiative thing works out good, although as I've said before, I don't know much about the various IronSights.
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Johannixx
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« Reply #6 on: July 06, 2008, 02:00:25 PM »

Rapid Reload is more for thumbing shells into the magazine than pumping the shotgun.

I should bring in my Shotgunner advanced class, I put a lot of the more advanced shotgun techniques in there.

For example, a good shotgunner who runs his weapon dry can load a new shell into the receiver and fire faster than he can transition to a pistol.  Of course, a good shotgunner shouldn't ever allow his weapon to run out of ammo in the first place, but sometimes it happens.  The only downsides to the Hammer of God, after all, are short range and low ammo capacity.
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Tema69
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« Reply #7 on: July 06, 2008, 02:03:03 PM »

Sure, go ahead an post it.
Well, with the AA-12, you get a 20 round drum and 90 meters range with the Frag-12 ammo.
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Johannixx
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« Reply #8 on: July 06, 2008, 02:43:01 PM »

The AA-12 is also heavy and unwieldy compared to a Remington 870, especially with the drum on it.  That's not to say it's worthless, just to point out that every item has its place and use.

And I'm good out to about 150 yards with slugs.  Granted, I'd love slugs that blow up on impact, but I don't feel like dropping the cash and time on the paperwork to get them.  Plus, if I ever used them for home defense, I think there would be repercussions.
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Tema69
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« Reply #9 on: July 06, 2008, 03:54:04 PM »

What are you talking about, "unwieldy"? It's large after all.
...Just kidding Big Grin

Yeah, the cops might wanna know why you have body parts lying around the neighbourhood. Smile

So, how about that Shotgunner AdC?
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Johannixx
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« Reply #10 on: July 06, 2008, 06:12:40 PM »

Scattergunner

The shotgun has long been a staple of American law enforcement and self-defense, but with modern advancements in carbine and submachinegun technology, this venerable weapon system has fallen out of favor.  Many view the shotgun as an obsolete weapon meant for country bumpkins and uneducated rural cops at worst, or a niche tool for breaching doors or riot control at best.  The Scattergunner proves them all wrong.

While the materials and technology advances of firearms have recently been applied to the shotgun, only the Scattergunner has taken the time to learn specialized techniques to make the most out of this powerful weapon system.  In the hands of a trained Scattergunner, a shotgun is capable of reaching out to surprising distances, engaging targets with a level of precision that was previously unknown to the weapon’s detractors.  Scattergunners are not simply trap or skeet shooters with a “high-speed, low-drag” weapon; they are highly trained specialists who excel in Close-Quarters Battle (CQB) situations.  A Scattergunner can rip targets apart at close range with buckshot, and then rapidly transition to a slug to engage distant targets.

Many Scattergunners are drawn to the shotgun by its brutal close-range power.  Others see the inherent versatility of a large-caliber weapon that can chamber multiple types of specialty rounds, from less-than-lethal riot control loads to door breaching rounds to magnum buckshot and slugs for increased punch at extended ranges.  Some have merely decided to take the familiar shotgun to new levels of effectiveness.

Requirements
To qualify to become a Scattergunner, a character must fulfill all the following criteria.

Base Attack Bonus: +2.
Sleight of Hand: 6 ranks
Repair: 6 ranks
Craft (Mechanical):  6 ranks
Feats: Personal Firearms Proficiency; Point Blank Shot; Weapon Focus (any shotgun)

Class Skills
The Scattergunner’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Craft (Mechanical), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Hide (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + INT modifier.

Class Features
All of the following are class features of the Scattergunner prestige class.

Hit Die: d8

Action Points: 6 + one-half character level, rounded down, every time the Scattergunner attains a new level in this class

Weapons and Armor Proficiency: Scattergunners gain no additional weapon or armor proficiency.
Code:
________________________________________
Level BAB Fort Ref Will Special Def Rep


1 +1 +0 +2 +0 CQB Training +1 +1
2 +2 +0 +3 +0 Rapid Fire +1 +1
3 +3 +1 +3 +1 Transition +2 +1
4 +4 +1 +4 +1 Defensive Position +2 +2
5 +5 +1 +4 +1 Tight Pattern +3 +2
6 +6 +2 +5 +2 Weapon Specialization +3 +2
7 +7 +2 +5 +2 Swap Shell +4 +3
8 +8 +3 +6 +3 Greater Weapon Focus +4 +3
9 +9 +3 +6 +3 Keep It Hot +5 +3
10 +10 +3 +7 +3 Hammer of Thor    +5    +4

________________________________________

CQB Training (Ex): Since the shotgun’s main arena is Close Quarters Battle, a user must learn how to engage targets at point-blank range.  At 1st level, a Scattergunner gains the ability to make a ranged attack with a firearm while in a threatened area without provoking an attack of opportunity.

Rapid Fire (Ex):  Many semi-automatic shotguns are unreliable when firing exotic or alternative ammunition, so the professional’s weapon of choice is the pump-action shotgun.  Unfortunately, most people cannot cycle the action of a pump shotgun very quickly, and this reduces their effective rate of fire.  Through a strict regimen of practice, and a stance designed for better recoil recovery, the Scattergunner can overcome this limitation and fire his pump-action shotgun at nearly the speed of a semi-auto weapon.  At 2nd level, when wielding a pump-action weapon, the Scattergunner may treat it as a semi-automatic weapon for all.

Transition (Ex):  Shotguns generally lack large amounts of ammunition capacity and are slow to reload, so Scattergunners often find themselves under fire while their weapon is either out of ammunition, jammed or otherwise disabled.  In these cases, the Scattergunner trains to quickly transition to a secondary weapon and engage the threat.  At 3rd level, the Scattergunner gains the Quick Draw feat for free.  If he already has the Quick Draw feat, he gains the Improved Initiative feat instead.

Tight Pattern (Ex):  Shotguns are notorious for their limited effective range, but with proper technique and equipment, they are lethal at much longer distances than the average person believes.  A trained Scattergunner can even take down a target holding a hostage without harming the innocent.  At 5th level, a Scattergunner gains the Precise Shot feat, but may only use it within the first two range increments when using shot rounds.  If he has the Far Shot feat, he may now use it with shot rounds.

Defensive Position (Ex): Starting at 4th level, the Scattergunner gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.

Weapon Specialization (Ex): At 6th level, the Scattergunner gains Weapon Specialization in any shotgun with which he has taken the Weapon Focus feat. The Scattergunner gets a +2 bonus on damage rolls with this shotgun.

Swap Shell (Ex): One of the shotgun’s greatest attributes is its versatility.  However, it takes precious time to swap out a shell in the weapon for a shell of a different type.  Scattergunners train to be able to quickly bring the appropriate type of ammunition to bear on their opponents.  At 7th level, a Scattergunner can replace a chambered shell with another shell in easy reach (bandolier, weapon-mounted shell carrier, tactical vest shell loops, etc) as a move-equivalent action that provokes attacks of opportunity, as long as there is at least one empty space in the weapon’s magazine.  The previously chambered shell is discarded.

Greater Weapon Focus (Ex): At 8th level, a Scattergunner receives a +1 competence bonus on attack rolls made with the shotgun he selected for Weapon Specialization. This bonus stacks with the bonus from Weapon Focus.

Keep It Hot (Ex):  Shotguns rarely carry large amounts of ammunition in their magazines, and few use detachable box magazines.  While the power of the shotgun is unparalleled in close quarters, keeping the weapon loaded can be troublesome.  The Scattergunner knows this, and continually feeds rounds into his weapon during a fight.  At 9th level, the Scattergunner may load a number of shells equal to his Dex modifier once per round as a free action.  The Scattergunner must have readily available ammunition to use this ability, such as a receiver-mounted ammunition carrier, bandolier, or tactical vest pouch.

Hammer of Thor (Ex):  The combat shotgun is often referred to as the Hammer of Thor by its adherents, and for good reason.  The impact of multiple shot pellets or a large slug often causes a nervous system ‘reset’ in targets.  The Scattergunner uses this effect to his advantage in combat.  At 10th level, when he hits a target with a shot or slug round, he may spend an Action Point to stun the target for 1d4 rounds.  The target gets a Fortitude save (DC equal to 10 + Scattergunner class level + Scattergunner’s Dex bonus) to reduce the duration to 1 round.
« Last Edit: July 07, 2008, 10:28:51 AM by Johannixx » Logged
Tema69
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« Reply #11 on: July 07, 2008, 05:48:52 AM »

That looks real good, although I've noticed the lack of bonus feats and instead the presence of abilities giving bonus feats.
I think you might wanna remove the 3rd level ability and give a bonus feat (adding Quick Draw and Impr. Initiative to the list) instead.
I don't know how the Defensive Position ability fits a shotgun-wielding class, I think I'd remove that and give a bonus feat at level 6 instead (bumping Tight Pattern and Weapon Spec one level down each).
As for your Keep it Hot ability, I'd allow a character to do that if he has the Quick Reload feat, thus freeing up level 9 for a Bonus Feat.

That's what I'd do to have it fit the Bonus Feat at level 3, 6 and 9 pattern of AdCs.

Anyway, apart from that, I really like the class, and I think I'll have a PC of mine look at it, possibly switching some levels out for some levels in this.

Minor Note: in the table, the level 10 ability is called Hammer of Giants, and you call it Hammer of Thor in the description. Btw, Thor's hammer is named Mjölnir (in case you need that information Smile).
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backstabbist
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« Reply #12 on: July 07, 2008, 02:35:22 PM »

Johannixx
I formated your table for ya.  Bring it up in QuoteReply, and copy all the stuff below




Scattergunner by Johannixx
RequirementsTo qualify to become a Scattergunner, a character must fulfill all the following
Base Attack Bonus:
Sleight of Hand
Repair
Craft (Mechanical)
Feats:
+2
6 ranks
6 ranks
6 ranks
Personal Firearms Proficiency
Point Blank Shot
Weapon Focus (any shotgun)
Class SkillsThe Scattergunner’s class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Craft (Mechanical), Drive (Dex), Escape Artist (Dex),
Gamble (Wis), Hide (Dex), Intimidate (Cha), Knowledge (current events,
popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis),
Read/Write Language (none), Repair (Int), Ride (Dex), Sleight of Hand (Dex),
Speak Language (none), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + INT modifier.

Class Features All of the following are class features of the Scattergunner prestige class.
Hit Die:d8
Action Points:6 + one-half character level, rounded down,
every time the Scattergunner attains a new level in this class

Level
1
2
3
4
5
6
7
8
9
10
  BAB 
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
  Fort 
+0
+0
+1
+1
+1
+2
+2
+3
+3
+3
  Ref 
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
  Will 
+0
+0
+1
+1
+1
+2
+2
+3
+3
+3
Special                         
CQB Training
Rapid Fire
Transition
Defensive Position
Tight Pattern
Weapon Specialization
Swap Shell
Greater Weapon Focus
Keep It Hot
Hammer of Thor
  Def 
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
  Rep 
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4



CQB Training (Ex):Since the shotgun’s main arena is Close Quarters Battle, a user must learn how to engage targets at point-blank range.  At 1st level, a Scattergunner gains the ability to make a ranged attack with a firearm while in a threatened area without provoking an attack of opportunity.

Rapid Fire (Ex):Many semi-automatic shotguns are unreliable when firing exotic or alternative ammunition, so the professional’s weapon of choice is the pump-action shotgun.  Unfortunately, most people cannot cycle the action of a pump shotgun very quickly, and this reduces their effective rate of fire.  Through a strict regimen of practice, and a stance designed for better recoil recovery, the Scattergunner can overcome this limitation and fire his pump-action shotgun at nearly the speed of a semi-auto weapon.  At 2nd level, when wielding a pump-action weapon, the Scattergunner may treat it as a semi-automatic weapon for all.

Transition (Ex):Shotguns generally lack large amounts of ammunition capacity and are slow to reload, so Scattergunners often find themselves under fire while their weapon is either out of ammunition, jammed or otherwise disabled.  In these cases, the Scattergunner trains to quickly transition to a secondary weapon and engage the threat.  At 3rd level, the Scattergunner gains the Quick Draw feat for free.  If he already has the Quick Draw feat, he gains the Improved Initiative feat instead.

Tight Pattern (Ex):Shotguns are notorious for their limited effective range, but with proper technique and equipment, they are lethal at much longer distances than the average person believes.  A trained Scattergunner can even take down a target holding a hostage without harming the innocent.  At 5th level, a Scattergunner gains the Precise Shot feat, but may only use it within the first two range increments when using shot rounds.  If he has the Far Shot feat, he may now use it with shot rounds.

Defensive Position (Ex):Starting at 4th level, the Scattergunner gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.

WeaponSpecialization(Ex):At 6th level, the Scattergunner gains Weapon Specialization in any shotgun with which he has taken the Weapon Focus feat. The Scattergunner gets a +2 bonus on damage rolls with this shotgun.

Swap Shell (Ex):One of the shotgun’s greatest attributes is its versatility.  However, it takes precious time to swap out a shell in the weapon for a shell of a different type.  Scattergunners train to be able to quickly bring the appropriate type of ammunition to bear on their opponents.  At 7th level, a Scattergunner can replace a chambered shell with another shell in easy reach (bandolier, weapon-mounted shell carrier, tactical vest shell loops, etc) as a move-equivalent action that provokes attacks of opportunity, as long as there is at least one empty space in the weapon’s magazine.  The previously chambered shell is discarded.

Greater Weapon Focus (Ex): At 8th level, a Scattergunner receives a +1 competence bonus on attack rolls made with the shotgun he selected for Weapon Specialization. This bonus stacks with the bonus from Weapon Focus.

Keep It Hot (Ex):Shotguns rarely carry large amounts of ammunition in their magazines, and few use detachable box magazines.  While the power of the shotgun is unparalleled in close quarters, keeping the weapon loaded can be troublesome.  The Scattergunner knows this, and continually feeds rounds into his weapon during a fight.  At 9th level, the Scattergunner may load a number of shells equal to his Dex modifier once per round as a free action.  The Scattergunner must have readily available ammunition to use this ability, such as a receiver-mounted ammunition carrier, bandolier, or tactical vest pouch.

Hammer of Thor (Ex):The combat shotgun is often referred to as the Hammer of Thor by its adherents, and for good reason.  The impact of multiple shot pellets or a large slug often causes a nervous system ‘reset’ in targets.  The Scattergunner uses this effect to his advantage in combat.  At 10th level, when he hits a target with a shot or slug round, he may spend an Action Point to stun the target for 1d4 rounds.  The target gets a Fortitude save (DC equal to 10 + Scattergunner class level + Scattergunner’s Dex bonus) to reduce the duration to 1 round.
« Last Edit: July 21, 2008, 01:37:37 PM by backstabbist » Logged

When not specified, the gun is always a m1911
Convetional spelling is for the Uncreative
5.7fn : Can a slug that only weighs 31gr still be called a slug?
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Lonewolf the Hunter
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« Reply #13 on: July 20, 2008, 09:41:34 PM »

Sounds cool Backstabbist and it looks like a balanced class, but, should the Fort Dc really be based on the level of the PC/NPC I understand that it represents the Scatter Gunner's Skill and the like but it just doesn't have the right feel to me but then again I like to keep things as simple as possible
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Johannixx
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« Reply #14 on: July 20, 2008, 11:37:26 PM »

It's actually my class Wink

10 + PrC level + ability mod is the 'standard' scaling save DC for pretty much every PrC out there.
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backstabbist
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« Reply #15 on: July 21, 2008, 01:39:10 PM »

Yeah, it is Johannixx's baby all the way, I just formatted the text a little for him.

I put an obvious byline on it now, to avoid this mistake in the future
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When not specified, the gun is always a m1911
Convetional spelling is for the Uncreative
5.7fn : Can a slug that only weighs 31gr still be called a slug?
.
Quote from:  Leadership Diplomacy Check
If that procedure is beyond your ability,
just say so & I will go get a 12 year old little girl to do it for you.
Lonewolf the Hunter
Domesticated Capuchin Monkey
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Posts: 96


« Reply #16 on: July 21, 2008, 05:51:41 PM »

Sorry I should probably been paying more attention not sure why it bothered me now the more I think about considering it has a minimum Dc of 20
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Nodaisho
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« Reply #17 on: July 21, 2008, 07:58:50 PM »

I really like it, but there is a problem, even with the changes to the shotguns, I can't see a reason to use them over a FAL or the like, from a purely numbers standpoint. 3 1/2s give you an average of 2 more damage per shot, but that does bad things to the capacity, which is already less than half of the capacity of a FAL (unless you are using a saiga with a 20 round drum, in which case you are only using 2 3/4).

Even using the AdC, comparing it with a soldier with a FAL, the only advantage the scattergunner has is hammer of thor (when he gets to 10), a possible advantage to init (which a rifleman could get, just put an Eotech or the like on the gun), and one or two extra damage per shot. Keep it hot means you barely ever have to reload, but most people have quick reload before long, I just don't see much application for the class, and the shotgun is still weaker than the semi-auto battle rifle unless you are completely featless with 3" or 3 1/2" shells.
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Johannixx
Bi-Curious George
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Posts: 422


« Reply #18 on: July 21, 2008, 10:53:41 PM »

I really like it, but there is a problem, even with the changes to the shotguns, I can't see a reason to use them over a FAL or the like, from a purely numbers standpoint. 3 1/2s give you an average of 2 more damage per shot, but that does bad things to the capacity, which is already less than half of the capacity of a FAL (unless you are using a saiga with a 20 round drum, in which case you are only using 2 3/4).

Even using the AdC, comparing it with a soldier with a FAL, the only advantage the scattergunner has is hammer of thor (when he gets to 10), a possible advantage to init (which a rifleman could get, just put an Eotech or the like on the gun), and one or two extra damage per shot. Keep it hot means you barely ever have to reload, but most people have quick reload before long, I just don't see much application for the class, and the shotgun is still weaker than the semi-auto battle rifle unless you are completely featless with 3" or 3 1/2" shells.

I appreciate the constructive criticism.

One of the options I was considering when I first wrote up this class was the effect of barrel length on combat.  For example, the Gunslinger's Close Combat Shot ability only works with Medium or smaller weapons, which should screw the shotgun's role in CQB.  To fix that, I would suggest adding a new class of weapons, 'compact longarms'.  These would be weapons like a 14"-bbl shotgun, or a Sig 552 or similarly-sized long gun.  These weapons would be covered by the CCS ability just like Medium weapons.  This would also render the FAL at a distinct disadvantage over the short-barreled scattergun.  I'm also tempted to add a provision for an attack bonus with shotguns using shot rounds.

Note one other advantage the shotgun has over a FAL:  versatility.  They don't make breaching rounds in 7.62x51mm NATO.  The shotgun gives you unrivaled flexibility in custom loads for various situations.  Need less-than-lethal?  Shotguns work great with rubber buckshot or slugs.  Bad guys hiding behind a pesky locked door?  Load up some compressed zinc breaching rounds and knock politely.  Enemy wearing body armor?  Get some of the new FRAG-12 HEAP (High Explosive Armor Piercing) shaped charge shells and rip them to pieces.  NOTHING touches the shotgun for versatility.  Hell, they even make flares for it.
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nemafow
Domesticated Capuchin Monkey
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Posts: 108


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« Reply #19 on: July 21, 2008, 11:06:52 PM »

Note one other advantage the shotgun has over a FAL:  versatility.  They don't make breaching rounds in 7.62x51mm NATO.  The shotgun gives you unrivaled flexibility in custom loads for various situations.  Need less-than-lethal?  Shotguns work great with rubber buckshot or slugs.  Bad guys hiding behind a pesky locked door?  Load up some compressed zinc breaching rounds and knock politely.  Enemy wearing body armor?  Get some of the new FRAG-12 HEAP (High Explosive Armor Piercing) shaped charge shells and rip them to pieces.  NOTHING touches the shotgun for versatility.  Hell, they even make flares for it.

Don't forget to add that weilding a shotgun over a rifle is also so much cooler. You can also do the movie style CHA CHUNK before knocking down the door to where the terrorists are holed up, using it as a psycological weapon as well as a deadly CQB weapon.

Its also usually alot easier to acquire a shotgun over an automatic weapon (maybe not the loads that johannixx is talking about) unless its an automatic shotgun, if you do not have access to a military license or do not wish to deal on the black market.
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