Monday, June 7, 2010

Fuck d20 Modern

I hate the d20 Modern rules, and who knows how long it will be before a (likely kind of crappy) 4e d20 Modern old-hat settings/rules/whatever is published. But whenever I run a modern game I get frustrated with shoddy weapon rules. This is a simple yet distinctive system for firearms and modern armor that I have used for modern campaigns in the past.

Ranged Weapons

Under this system, attacks have a -3 penalty at long range, and can't aim at a target beyond that. Heavier weapons carry a speed penalty.

Light Firearms
  • Pistol: 1d12, range 5/15, +2 to attack rolls within short range.
  • Revolver: 2d6, range 5/14, on hit target medium or smaller creature is pushed 1 space.
  • SMG: 1d6, range 4/12, may make extra attack with -3 penalty as move action.
Medium Firearms
  • Rifle: 1d20, 9/22, +2 to attack rolls within long range. Speed -1.
  • Shotgun: 2d8, range 5/10, on hit target medium or smaller creature is pushed 2 spaces, and large creature is pushed 1 space. Speed -1.
  • Assault Rifle: 1d10, range 6/16, may make extra attack with -3 penalty as move action. Speed -1.
Optional Rule: Mods

Each light firearm weapon can accept one modification, and each medium firearm can accept two. Redundant modifications are not allowed. I would encourage anybody using a version of these rules to devise more mods. Each "mod" changes the weapon or armor statistics, sometimes with an accompanying drawback.

Firearm Mods
  • Scope: +1 to attack rolls at long range, +2 to long range.
  • Bayonet - Medium weapons only. You threaten adjacent squares with a dagger attached to your weapon. -1 Short and long range.
  • Extra Clip Capacity: You enjoy a +2 bonus to extra attacks or attacks of opportunity.
  • Laser Sight: +1 to attacks
  • Stock: +2 to short and long range.