Dungeons & Dragons Experiment discussion
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message 51:
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The landmaster, Cool dude. Inactive.
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Feb 06, 2018 08:05AM

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message 52:
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Austin, CEO of the world's largest and most evil Megacorperation
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This is kind of hard to explain, but shouldn’t be complicated to follow, so bear with me. I would say that you would exchange your action on your turn to react to everyone else’s turns.
So the person making the action locks into machine gun mode, and they can do it for as long as they have ammo for. The catch is that when they run out of ammo or want to quit, it takes an active action to stop. I would also say that they can react to every other person’s action by changing the line of fire, either before or after said persons action. So player one locks into machine gun mode, trying to hit players two and three, and begins firing at player two. Player two dashes behind cover, and manages to get out of the line of fire. Player one then uses a reaction to move his fire towards player three, before player three starts his turn. Player three uses his action to pick up a bulletproof shield and plant it in front of himself, nullifying the fire. Player one maintains machine gun fire for his turn, and keeps it on player three, pinning him down. Player two, realizing that they are at a standstill, decides to try and sneak out from behind his cover and rush player one. Luckily for player one, he sees player two, but realizing that switching back and forth between two different targets might not be a good idea, decides to use his reaction to keep his fire on player three. Player three, seeing that player two is rushing player one, throws a grenade out from behind the shield. Player one, satisfied that he has split them up enough to deal with them one at a time, decides to use his action to unlock from machine gunfire, and uses his bonus action to draw a sidearm and duck behind the machine he was using.
Play then proceeds as normal with player two rushing player one.
Did I totally lose you?
So the person making the action locks into machine gun mode, and they can do it for as long as they have ammo for. The catch is that when they run out of ammo or want to quit, it takes an active action to stop. I would also say that they can react to every other person’s action by changing the line of fire, either before or after said persons action. So player one locks into machine gun mode, trying to hit players two and three, and begins firing at player two. Player two dashes behind cover, and manages to get out of the line of fire. Player one then uses a reaction to move his fire towards player three, before player three starts his turn. Player three uses his action to pick up a bulletproof shield and plant it in front of himself, nullifying the fire. Player one maintains machine gun fire for his turn, and keeps it on player three, pinning him down. Player two, realizing that they are at a standstill, decides to try and sneak out from behind his cover and rush player one. Luckily for player one, he sees player two, but realizing that switching back and forth between two different targets might not be a good idea, decides to use his reaction to keep his fire on player three. Player three, seeing that player two is rushing player one, throws a grenade out from behind the shield. Player one, satisfied that he has split them up enough to deal with them one at a time, decides to use his action to unlock from machine gunfire, and uses his bonus action to draw a sidearm and duck behind the machine he was using.
Play then proceeds as normal with player two rushing player one.
Did I totally lose you?
message 54:
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Austin, CEO of the world's largest and most evil Megacorperation
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I follow it I guess. But unless he has an lmg or mg he will be out in the first turn. It only takes an ak to empty its mag in 4 seconds. A turn is 6 seconds. So he would be out the turn he uses it. And unless he can reload in under 6 seconds he spends his next turn reloading. I was thinking that the idea of the mechanic would be to deal a lot of damage quickly.
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Austin, CEO of the world's largest and most evil Megacorperation
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If you ever wonder how fast you would run out of ammo with a full auto gun. Divide the rpm by clip size
Oh, I thought you were talking about like, mounted machine guns. For Held weapons, I would just say that the same rules apply, but that they can use their action at any point during the round and forfeit their next attacking action.
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Austin, CEO of the world's largest and most evil Megacorperation
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I'm not sure I like the idea of attacking at anytime during the round. When there are like 5 npc and 3 players all doing that. It will get hectic.
I meant the stop Action. They would start on their turn, but if you're worried about ammo, they can stop whenever. Honestly, I feel like any mechanic outside of the burst is going to get a bit complicated, because if you want it to last more than 1 action, then we're going into other players turns. Unless we just want to say that firing a machine gun cuts your speed to 25% and you can't do anything else. (As in you use your action, bonus action, and possibly reaction) That might work, but I don't see how the would be chosen over burst fire.
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Austin, CEO of the world's largest and most evil Megacorperation
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Well I was really looking for a full auto mechanic for the Assault Rifles. I was thinking something like on their turn they declare an attack for massive damage but uses up all their ammo.
The mechanic I was thinking for machine guns was an area denial weapon. Where The user would make a cone in front of him and for as long as concentration, anything entering the cone gets damaged.
The mechanic I was thinking for machine guns was an area denial weapon. Where The user would make a cone in front of him and for as long as concentration, anything entering the cone gets damaged.
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Austin, CEO of the world's largest and most evil Megacorperation
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what do you think should be the specific dice damage for the attacks? I was thinking that they would be both saving throw attacks
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Austin, CEO of the world's largest and most evil Megacorperation
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I was saying for both, I didn’t think they’d be that different in the game. We can separate them if you think that’d be a good idea.
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Austin, CEO of the world's largest and most evil Megacorperation
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message 66:
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Austin, CEO of the world's largest and most evil Megacorperation
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Grenade Launcher: 250/700' 3d12 bludgeoning damage + 3d12 fire damage on direct hit, 2d10 fire damage on close hit, 1d6 bludgeoning damage on barely hit. DC to hit = 19 for direct, 10 for close, 3 for barely hit. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Pretty much just halved the RPG. Thoughts?
Pretty much just halved the RPG. Thoughts?
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Austin, CEO of the world's largest and most evil Megacorperation
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There is an actual grenade launcher in the dm Manuel I'll look it up when I get back. I was thinking grenade launcher mixed with machine gun.
Sorry, saw you last post a little late.
I’m reading through the rules you posted, and I think I understand what a check and DC are, but I don’t see where what you were talking about fits in. From what I see, I roll against the posted DC, and depending on what I get determines how well I hit you. Then I roll the coresponding dice to calculate damage...did I miss something? And I’d like to know exactly how close they are. I might rather attack with a machine gun than a cannon with disadvantage. As well as the fact that I’d like to see it in my head. Harder to strategize without details, ya know?
I’m reading through the rules you posted, and I think I understand what a check and DC are, but I don’t see where what you were talking about fits in. From what I see, I roll against the posted DC, and depending on what I get determines how well I hit you. Then I roll the coresponding dice to calculate damage...did I miss something? And I’d like to know exactly how close they are. I might rather attack with a machine gun than a cannon with disadvantage. As well as the fact that I’d like to see it in my head. Harder to strategize without details, ya know?
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Austin, CEO of the world's largest and most evil Megacorperation
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its fine, I posted rather late. you actually roll against Ac to see if you hit something. The DC in the context of the cannon is if you pass I would cut my damage I do to you in half. Also the machine guns shouldn't do anything against the Tanks armor. Realistically at least, Perhaps we should make a mechanic about that.
We could make a size chart for ammo, like they have for creatures, and say that only a certain size can damage a tank. Or maybe say that any damage below a certain number isn’t counted. Either one would probably work.
Going along with that same realism though, that’s one of the reasons I was using DC instead of AC. If I get hit by a missile or shell, it doesn’t really make sense for the damage to be cut in half, right? If you hit me, you hit me, and the damage is done. If you were to hit close to me, and it exploded nearby, it would only do a small fraction of the damage, which is where the “close hit” comes in. I guess that’s the idea behind a successful saving throw?
If that’s the case though...Do you have any ideas for how to keep our players alive? As soon as they get targeted by any machine they’d be dead in 2-3 rounds, even dashing away with successful throws. I guess we can keep the size difficulty, that might help a little
If we are going to switch to AC, should we change their AC?
Going along with that same realism though, that’s one of the reasons I was using DC instead of AC. If I get hit by a missile or shell, it doesn’t really make sense for the damage to be cut in half, right? If you hit me, you hit me, and the damage is done. If you were to hit close to me, and it exploded nearby, it would only do a small fraction of the damage, which is where the “close hit” comes in. I guess that’s the idea behind a successful saving throw?
If that’s the case though...Do you have any ideas for how to keep our players alive? As soon as they get targeted by any machine they’d be dead in 2-3 rounds, even dashing away with successful throws. I guess we can keep the size difficulty, that might help a little
If we are going to switch to AC, should we change their AC?
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Austin, CEO of the world's largest and most evil Megacorperation
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Yeah I think we should switch to ac then. Because ac is to hit something. And dc is resist damage.
I think the damage threshold would be better for the tanks.
usually ground vehicles are accompanied by infantry. Because all heavy vehicles can not see the enemy very well. This is what is happening in Yemen right now. The Saudis are sending in the worlds most advanced tank, to a combat zone without infantry support. The tanks can't see the enemy until the enemy is right on top of them. Then it is usually too late. One well placed grenade or RPG and the tank is gone.
I think to increase survive ability we should make the tanks as blind as bats and give them -5 or more to hit.
I think the damage threshold would be better for the tanks.
usually ground vehicles are accompanied by infantry. Because all heavy vehicles can not see the enemy very well. This is what is happening in Yemen right now. The Saudis are sending in the worlds most advanced tank, to a combat zone without infantry support. The tanks can't see the enemy until the enemy is right on top of them. Then it is usually too late. One well placed grenade or RPG and the tank is gone.
I think to increase survive ability we should make the tanks as blind as bats and give them -5 or more to hit.
Uh, okay. And nix the size difficulty?
Also, off topic, how did you shoot shells at me the first and second round if your tanks just barely crossed your disadvantage line? Is there an angle mechanic to increase the range that I didn’t know about?
Also, off topic, how did you shoot shells at me the first and second round if your tanks just barely crossed your disadvantage line? Is there an angle mechanic to increase the range that I didn’t know about?
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Austin, CEO of the world's largest and most evil Megacorperation
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What do you mean by size difficulty?
The Korean cannons are dc based. Meaning that they make an aoe attack that we assume hits you. Then you roll to risist the damage.
This is why we should have made them ac, because dc just assumes that we hit.
The Korean cannons are dc based. Meaning that they make an aoe attack that we assume hits you. Then you roll to risist the damage.
This is why we should have made them ac, because dc just assumes that we hit.
By size difficulty, I mean how smaller sizes are harder to hit.
...if they are DC based, don’t you have to roll to hit? Isn’t that what those rules you posted were all about? Whether or not something worked? If my DC to hit you is 17, I roll a d20. If I get 1-16, I miss. If I get 17-20, I hit. What am I missing?
And I still don’t understand how you shot shells at me beyond your max. range. I’m not mad, I’m just confused. You seem to be operating almost on a different set of rules but you’re not. I don’t get it...
...if they are DC based, don’t you have to roll to hit? Isn’t that what those rules you posted were all about? Whether or not something worked? If my DC to hit you is 17, I roll a d20. If I get 1-16, I miss. If I get 17-20, I hit. What am I missing?
And I still don’t understand how you shot shells at me beyond your max. range. I’m not mad, I’m just confused. You seem to be operating almost on a different set of rules but you’re not. I don’t get it...
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Austin, CEO of the world's largest and most evil Megacorperation
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Right now we are experiencing a breakdown in communication. Perhaps we should message q to get his opinion on this.
Sounds great, go ahead. Maybe he’ll be able to explain it. I’ll try and take some time today to go over the rules again to see if I can find what you’re talking about.
message 79:
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Austin, CEO of the world's largest and most evil Megacorperation
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They’re a regular attack. Your d20+DexMod (so +2) vs their AC. But the difficulty to hit them raises if they are small or falls if they are big, because it’s harder to hit something small and easier to hit something big.
What would be the best way to represent that? I thought I put it out there, but I haven’t done anything like a tank before, so I probably wasn’t very clear. How would you write that out?
What would be the best way to represent that? I thought I put it out there, but I haven’t done anything like a tank before, so I probably wasn’t very clear. How would you write that out?
message 81:
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Austin, CEO of the world's largest and most evil Megacorperation
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I would say something like "dex mod + profency + size difficulty to hit" for the cannon. So this changes everything I have been doing.
Okay, I’ll edit it later today. Should the size difficulty be an independent mechanic? Like, no matter what you’re using, it’s +5 for every size above medium, -10 for every size under? I feel like it should be specific to the weapon, but it would definitely be easier if it was standardized across the board. Thoughts?
message 83:
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Austin, CEO of the world's largest and most evil Megacorperation
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Yeah it should be weapon specific. The tank can't see much but it will annihilate anything it sees.
message 84:
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Austin, CEO of the world's largest and most evil Megacorperation
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GRENADES
As an action, a character can throw a grenade at a
point up to 60 feet away. With a grenade launcher, the
character can propel the grenade up to 120 feet away.
Each creature within 20 feet of an exploding
fragmentation grenade must make a DC 15 Dexterity
saving throw, taking 5d6 piercing damage on a failed
save, or half as much damage on a successful one.
One round after a smoke grenade lands, it emits a
cloud of smoke that creates a heavily obscured area in
a 20-foot radius. A moderate wind (at least 10 miles per
hour) disperses the smoke in 4 rounds; a strong wind
(20 or more miles per hour) disperses it in 1 round.
As an action, a character can throw a grenade at a
point up to 60 feet away. With a grenade launcher, the
character can propel the grenade up to 120 feet away.
Each creature within 20 feet of an exploding
fragmentation grenade must make a DC 15 Dexterity
saving throw, taking 5d6 piercing damage on a failed
save, or half as much damage on a successful one.
One round after a smoke grenade lands, it emits a
cloud of smoke that creates a heavily obscured area in
a 20-foot radius. A moderate wind (at least 10 miles per
hour) disperses the smoke in 4 rounds; a strong wind
(20 or more miles per hour) disperses it in 1 round.
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