07-18-2018, 12:42 PM | #41 |
Join Date: Feb 2016
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Re: How to keep melee weapons relevant in a setting with "guns"?
The Rule of 14 only applies to Fright Checks (Campaigns, p. 360) just as the Rule of 16 only applies to supernatural attacks (Campaigns, p. 349) and the Rule of 20 only applies to defaults from superhuman attributes (Campaigns, p. 344).
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07-18-2018, 01:22 PM | #42 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: How to keep melee weapons relevant in a setting with "guns"?
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Page 34 Cool under fire. Rather than quote the entire paragraph, the relevant information is that any time someone is the target of a near miss (a miss by 2 or 1) (that's the big one) or other situations - the GM can require a Fright Check roll (ie a will saving roll) with penalties such as Rate of Fire bonus etc. I also have a house rule that I use for getting someone to obey orders or to engage in suicidal behavior during combat, which is a version of a fright check roll, where I use Roll VS will. Even people with a high Will stat will not necessarily place themselves in undue danger just because they were given an order to do so, or because they (the players) aren't really in such a firefight and think they can just do what they want despite their character not having unfazeable as an advantage. Different strokes for different folks. :) |
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07-18-2018, 01:22 PM | #43 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: How to keep melee weapons relevant in a setting with "guns"?
True enough - but certain situations in combat ARE by definition, fright checks. My bad.
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07-18-2018, 01:27 PM | #44 | |
Join Date: Jun 2006
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Re: How to keep melee weapons relevant in a setting with "guns"?
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-- MA Lloyd |
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07-18-2018, 01:49 PM | #45 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: How to keep melee weapons relevant in a setting with "guns"?
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I'm trying to remember the movie with Dennis Hopper in it, where the current tech level was effectively late 5 or early 6 - and magic was a functional thing within society. It had been something in use for a reasonable amount of time that non-users of magic were thought of as quaint. If this is a secret magic campaign, then most gunmen aren't going to be aware that magic may render their firearms inoperative. If Reverse Missile as a spell exists, then using a weapon against yourself is suicide. Now if everyone is wearing "Deflect missile" charms to guard against a reverse missile, then some guns might very well be used initially to see if they can be used. If they can't, then the old standby weapon at the belt becomes more important. |
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07-18-2018, 01:53 PM | #46 |
Join Date: Feb 2016
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Re: How to keep melee weapons relevant in a setting with "guns"?
You might be thinking of Witch Hunt. Another one to consider is Cast a Deadly Spell, which I think is the prequel.
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07-18-2018, 02:26 PM | #47 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: How to keep melee weapons relevant in a setting with "guns"?
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The only one I came close to was the Ninth Gate - with the further modification that there was no "Correct" copy or way to do the gate, but that any who tried were doomed to failure. I take that back, I did run a Modern Fantasy campaign based on THE SKELETON KEY combined with SUPERNATURAL (TV series). The players characters stumble into an old man claiming to be a young woman (my group hadn't seen the movie by the by with Kate Hudson). They start to investigate and run into Sam and Dean Winchester. My wife LOVES Dean the character when it comes to watching him, but HATES him for his womanizing ways when she's the one interacting with him (go figure). TO make matters even more fun? The most prized character wasn't Dean or Sam, but Bobby! Right down to having to call one of the player characters "Idjit" for being an idiot. In any event, the gun play in the Modern Fantasy was not the big issue, getting hands on a good supply of salt, old books, and researching data was the main focus. To this day? Perhaps the ONE thing I remember fondly of GURPS VOODOO was the time one player got his hands (as a police officer) on some old Latin texts from a criminal practicing black magic. The police officer takes it to a church priest to translate some latin, and runs into issues because the priest tells him the Book is forbidden and banned. The priest later sends the information to the Vatican, who in turn, send a hit team to recover the book AND discredit the police officer. Again, no real gun play - just interaction, mystery, and trying to avoid the fall out of the authorities who hold no stock in the supernatural. |
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07-18-2018, 04:52 PM | #48 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: How to keep melee weapons relevant in a setting with "guns"?
Another way to nerf guns is to use the blow-through damage rules but NOT the bleeding rules.
I think the most "realistic" way is cultural/legal, though. It's pretty easy to imagine some sort of futuristic setting in which firearms are heavily restricted, leaving criminals, adventurers, and other murder-hobos to use martial arts and melee weapons. (But then they'd restrict melee weapons, and anyone studying a martial art would be under suspicion...) In a restrictive enough society even the police might not carry firearms- witness the UK, where this is typical. Vortex ring guns and other "stunners" become the norm for them and security types, in addition to the ubiquitous billy clubs, and when the GM eventually does put an actual firearm into the hands of an opponent NPC the PCs will take notice. As you might imagine, it would be pretty hard to smuggle a firearm off of your starship when you immediately have to walk through a millimeter-radar array in customs. In an airlock. Really, if most of High-Tech gets used as-is there is almost no way to avoid highly restrictive panopticon states. Tools that can double as weapons might become popular.
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
07-18-2018, 07:27 PM | #49 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: How to keep melee weapons relevant in a setting with "guns"?
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But there's also the part about having the bullet be hand made. You can make a sword by hand and use it over and over. You can make an arrowhead by hand and it will perform nearly as well as a modern broadhead, and not be too expensive. But to make a silver bullet is a lot of work, and requires either special skills or a lot of trial and error http://www.patriciabriggs.com/articl...rbullets.shtml . Probably the easiest way to do it is to lathe one out, but as the link above demonstrates you can cast them if you put enough effort into it. And bullets are more fiddly than arrowheads - make it wrong and it might jam or ruin your gun. For anything other than shotguns, I might have home-made bullets require an armory roll per shot, failure means the ammo under-performs, jams, or breaks the gun (especially if I'm trying to nerf guns in the setting). And making a properly expanding bullet out of silver or copper would be extra difficult, slap a significant penalty on the armory check. So now if you want a bullet of spontaneous human combustion, you can make one with considerable expense and effort. Or you can get a combustion arrow or sling stone for much cheaper, or a sword of combustion that can be used over and over again. Luke |
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07-18-2018, 07:34 PM | #50 |
Join Date: Feb 2016
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Re: How to keep melee weapons relevant in a setting with "guns"?
You can also make a bullet out of bronze or brass (which actually prevents the warping of the barrel during full auto because of the low friction coefficient).
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